| Mottied |
| 1 person marked this as a favorite. |
It seems that two players have dropped the game due to one reason or another.
We are currently on the first floor of a dungeon called the mouth of doom.
We would like to pick up two characters to aid the party in their trek. We currently have no spellcasting in the group but you are free to submit whatever you would like.
Most of the rules are in the first page of recruitment but I will relist them as well.
20 point buy.
No score below 9 before racial adjustments.
1 trait
There is no alignment restriction but all of you must work together.
2nd level.
Max hp for the first two levels then half your hit dice rounded up.
We use background skills
I accept 3rd party classes on a case by case basis but I usually accept them.
This is a combat heavy campaign so most role-playing will be intra-party.
Any questions can be posted here or sent to my pm box.
| EmissaryOfTheNorth |
Mand, did I spill lamentations when I didn't get to be a chosen during the first recruitment...
And here comes another opportunity!
A few info will be appreciated: what would the party appreciate more, divine or arcane spellcasting? Utility, buffing, blasting or abit of everything?
I am open to suggestions as I love every party role and usually tend to build mixed areas characters.
| markofbane |
I would love to get into a Rappan Athuk game again. I was in one on these boards that made it a bit further in the Mouth of Doom than your group is at now. I can separate player knowledge vs. character knowledge, but I understand if you'd rather not consider me because of that.
I will work on an elven wizard (diviner) who will be loaded up with knowledge skills.
In the Q&A posts of your original recruitment, you said that starting wealth would be 1,000 gp. Does that hold for this re-recruitment?
| Movin |
Hrmmm..
Well I had an idea for a cleric of Erastil fallen from grace and given a mission. Getting told to find a relic lost by another adherent of the same god in the dungeon of graves sounds punishing enough for an old testament type like deadeye.
He got to keep his powers at the very least though, it ought to not be that hard.
right?
Crunch wise I noticed that on top of not having a healer or an arcane caster that with the raw number of combat focused characters in this group it is criminal to not have some manner of bard in the group.
I'm thinking the Evangelist cleric would be a good fit with its full cleric level inspire courage.
I think I'll be going the route of a ranged weapon as your entire party seems to be rather heavily geared toward melee.
Well not sure if red feather is planning to go the throwing weapon route or not but still.
| Morthak Bonerattle |
I am open to suggestions as I love every party role and usually tend to build mixed areas characters.
Emissary for an Arcane submission I would say a bit of everything as I think this dungeon needs versatility. A full Cleric would probably be a good thing too :-)
It will likely be up to the GM instead of me.
But with four martials including three that can attack more than once per round, a character that grants bardic bonuses would probably go over very well.
A cleric who was a decent channeler would be good. Partly because the dungeon allegedly has an undead theme, but also as bonus ooc healing. We've been relying on wands so far.
We don't have much of a problem with dealing damage I think so a blaster might be a waste. I'd prefer to see a caster that at this level can cast one spell per combat and have it make a difference tactically, though I'm not sure what that would be. At our level a blaster would probably run out of spells too fast.
Our party isn't that great at range either. An archer type character would probably work, though I know that is tough for casters since you need lots of feats.
| caps |
Do you allow Unchained Monk to use archetypes for the original Monk class? More specifically, would you allow the Zen Archer archetype on an Unchained Monk? There are 1 or 2 archetype replacement abilities that would have to replace something else, as their original ability is changed for the Unchained Monk. I only care for level 1, maybe 2, and there are no conflicts at that level range.
| Mottied |
Wow. There is still a lot of interest in a Rappan Athuk campaign. If you do not get selected would you be interested in joining a fresh Rappan Athuk campaign?
I would love to get into a Rappan Athuk game again. I was in one on these boards that made it a bit further in the Mouth of Doom than your group is at now. I can separate player knowledge vs. character knowledge, but I understand if you'd rather not consider me because of that.
I will work on an elven wizard (diviner) who will be loaded up with knowledge skills.
In the Q&A posts of your original recruitment, you said that starting wealth would be 1,000 gp. Does that hold for this re-recruitment?
Previous knowledge is fine as long as you know how to separate it from your character.
Yes it's still 1000gp
I will give you a couple of extra items once characters have been selected.
Hrmmm..
Well I had an idea for a cleric of Erastil fallen from grace and given a mission. Getting told to find a relic lost by another adherent of the same god in the dungeon of graves sounds punishing enough for an old testament type like deadeye.
He got to keep his powers at the very least though, it ought to not be that hard.
right?
Crunch wise I noticed that on top of not having a healer or an arcane caster that with the raw number of combat focused characters in this group it is criminal to not have some manner of bard in the group.
I'm thinking the Evangelist cleric would be a good fit with its full cleric level inspire courage.
I think I'll be going the route of a ranged weapon as your entire party seems to be rather heavily geared toward melee.
Well not sure if red feather is planning to go the throwing weapon route or not but still.
Traversing the dungeon of graves for atonement is quite a feat.
No wonder Erastil let you keep your powers :P.
Archer warpreiest seems like it would be AMAZING here.
That definitely has some merit.
Do you allow Unchained Monk to use archetypes for the original Monk class? More specifically, would you allow the Zen Archer archetype on an Unchained Monk? There are 1 or 2 archetype replacement abilities that would have to replace something else, as their original ability is changed for the Unchained Monk. I only care for level 1, maybe 2, and there are no conflicts at that level range.
sure why not.
Actually a summoner would be really useful here. Are there any restrictions on the summoner class in place?
Crowd control and disposable meatshields would be nice.
A summoner can definitely be useful as well and there really isn't any restrictions.
Small warning. The 5 minute workday becomes harder to maintain the deeper you traverse. Your character might want a backup plan in case he runs out of his primary resource. (i.e. Spells, bombs, summons, and so forth.)
| caps |
So I changed the direction I was going with the Unchained Monk idea and I am pretty interested in the level 3 ability to use Wis for attack after all. Would that still be workable with the Unchained Monk? A smaller Ki Pool? No Fast Movement?
I also have some questions about how you interpret the Unsworn Shaman archetype, but they could be answered if I were selected (I plan on going with vanilla Shaman for the submission).
Just a Mort
|
Submission:
Mordren
Female Tiefling Gravewalker Witch 2
NE Outsider
Init +5; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10
hp 18
Fort +2, Ref +3, Will +2;
Defensive Abilities Resist fire 5, Resist Cold 5, Resist Electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cold Iron Dagger +0 (1d4/×2 (19-20))
Spells (CL 2nd; concentration +6)
. . At will—Detect Magic, Light, Guidance, Message
Lv 1 spells prepared: Ear Piercing Scream(x2), Mage Armor
Spells known: Bless, Ear Piercing Scream, Mage Armor, Cure Light Wounds, Infernal Healing, Chill Touch, Enlarge Person, Blood Money, Obscuring Mist, Snowball
Spell-Like Ability:
Darkness (1/day)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Spell Focus Necromancy
Traits Reactionary
Skills Perception +2, Spellcraft +8, Knowledge Nature +8, Knowledge Planes +8, Knowledge History +8, Knowledge Religion +7, Knowledge Dungeoneering +5, Knowledge Local +5, Knowledge Geography +5
Hexes Slumber (DC 15)
Patron Ancestors
Languages Common, Abyssal, Infernal, Draconic, Elven, Gnome
Other Gear
Haramaki, Cold Iron Dagger, Longspear, Rope, Spell component pouch, Backpack
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Spell Poppet Each gravewalker carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. A gravewalker’s spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch’s spells are granted by her familiar. The gravewalker must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet. This ability replaces familiar. At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability.
Aura of Desecration At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level. This ability replaces the witch’s 1st-level hex.
Possess Undead A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability. This replaces the witch’s hex gained at 8th level.
Background
Mordren has been living on the outskirts of town for as long as she can remember, because of her fiendish heritage. If not for the assistance of her mysterious patron, she would have been dead a long time ago. While hiding in the woods, she heard overheard some adventurers talking about the abandoned temple of Orcus. What treasures and magical artifacts could lie in the abandoned temple? If she could garner enough power, she’d show the people who ill-treated her what it was like to be a victim…and no one would ever bully her again.
Yes - I intend to be evil, and raise an army the dead(don't worry, I'm not having anything intelligent in the ranks). I promise I won't screw the party over deliberately, but please...no strict do-gooders. I'm fine doing good, it just needs to pay well...
| Erigga Ironheart |
I would be down for a separate table (but not the original table) - would like to play an unchained summoner, cleric or a witch.
I'm not completely sure but I imagine the DM will make a separate thread to this posssible second table... After all, our game is somehow frozened waiting for two more players and this should be our priority here...
| Shon'dar Akbad |
caps here. Comments, questions, suggestions welcome.
I need to pick EQ for her still, but it would just be a masterwork bow and then adventuring gear.
She'll be a decent archer as she develops, but I didn't focus on that part too much since the party has damage under control. Her other role will be buffing and debuffing via hexes, but as a Shaman she'll be able to take on other roles (like healing) as necessary. With her very high Wis and racial trait for +2 vs. Spell Resistance she'll be pretty good at bypassing SR when necessary.
Still waiting to hear back On whether the GM would let me combo Unchained Monk and Zen Archer through level 3 or 4 (he originally approved only through level 2). If he does, she'll be a little better at archery off the bat thanks mostly to a higher BAB and no penalty for Flurry of Arrows.
Shon'dar is my submission to the original table.
| EmissaryOfTheNorth |
I hadn't got much time to play around my submission, but tommorrow will be the day!
I'm totally down to play in a second table, or a third... or an nth table. Rappan Athuk is too good to pass.
Just so the people around here know, I'm actually trying to decide between a tank/buffer cleric with a splash of secondary melee or a warpriest with that same style... or even ranged.
May the gods guide me!
@Mottley: Quick question? Should we use Golarion deities ot Rappan Athuk ones? I found them online in an old forum, so at least I can know brief descriptions, domains and such.
| Mottied |
So I changed the direction I was going with the Unchained Monk idea and I am pretty interested in the level 3 ability to use Wis for attack after all. Would that still be workable with the Unchained Monk? A smaller Ki Pool? No Fast Movement?
I also have some questions about how you interpret the Unsworn Shaman archetype, but they could be answered if I were selected (I plan on going with vanilla Shaman for the submission).
I suppose the zen archer would be fine but I'm not completely sure what I would change yet.
I don't understand what you mean by interpreting the shaman archetype.
So, I am assuming, since, I haven't read any restrictions on races, that any core, featured, or uncommon races are acceptable?
I am really learning toward an Alchemist build, but would like to know about races.
I like the thought of an alchemist dungeon crawling....
Uncommon races are available.
I hadn't got much time to play around my submission, but tommorrow will be the day!
I'm totally down to play in a second table, or a third... or an nth table. Rappan Athuk is too good to pass.
Just so the people around here know, I'm actually trying to decide between a tank/buffer cleric with a splash of secondary melee or a warpriest with that same style... or even ranged.
May the gods guide me!
@Mottley: Quick question? Should we use Golarion deities ot Rappan Athuk ones? I found them online in an old forum, so at least I can know brief descriptions, domains and such.
I enjoy Rappan especially once we start getting into the deeper levels.
We use Golarion deities but you are able to use Rappan Athuk deities as well.
| Summer Meritt |
Submitting Summer Meritt, a vanilla summoner, with a bipedal falchion wielding genie eidolon. I would be happy to go in either group if selected.
Would you count a falchion as exotic eastern equipment, @Mottied? Picked for flavour reasons, but open to changing for a greatsword, or greataxe, if its advisable - the weapon does not get summoned with him, so its entirely reasonable he might not have been able to get hold of a falchion if they are rare.
Female rakshasa-spawn tiefling summoner 2 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 264)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 20 (2d8+4)
Fort +2, Ref +2, Will +1
Resist cold 7, electricity 7, fire 7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -2 (1d4-1/19-20)
Ranged heavy crossbow -3 (1d10/19-20)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—detect thoughts (DC 16)
Summoner Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—summon monster I
Summoner Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—enlarge person (DC 15), infernal healing[ISWG], mage armor
. . 0 (at will)—daze (DC 14), detect magic, guidance, light, mage hand
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 14, Int 14, Wis 7, Cha 18
Base Atk +1; CMB +0; CMD 12
Feats Additional Traits
Traits extremely fashionable, fast-talker, - custom trait -
Skills Acrobatics +0 (-4 to jump), Bluff +10, Diplomacy +9, Disguise +6, Knowledge (planes) +6, Knowledge (religion) +6, Sense Motive +0, Spellcraft +6, Use Magic Device +8; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Abyssal, Common, Draconic, Infernal
SQ bond senses (2 rounds/day), eidolon (named Roban (Eidolon)), life link, prehensile tail
Combat Gear wand of infernal healing (20 charges); Other Gear lamellar (leather) armor[UC], heavy wooden shield, blunted bolts (30), crossbow bolts (40), dagger, heavy crossbow, bandolier[UE], masterwork backpack[APG], wrist sheath, spring loaded (2), 12 gp, 2 sp, 7 cp
--------------------
Special Abilities
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Bond Senses (2 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Darkvision (60 feet) You can see in the dark (black and white only).
Eidolon Can summon a powerful aspect of an outsider.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Summer was born with tiger-like traits, but these only accentuated her charm, and even the most hardened mob participants found themselves charmed by the cute little catgirl.
From an early age Summer has been able to summon the genie responsible for her birth, albeit, as he constantly announces, in a greatly reduced form. The mighty Djinn has found himself used as playmate, pack horse, and even child minder over the years, and is glad to be performing a more dignified role now Summer has started her career as an adventurer.
Roban (Eidolon)
Male biped
NG Medium outsider
Init +1; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 18 (2d10+2)
Fort +4, Ref +1, Will +3
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron falchion +7 (2d4+6/18-20) or
. . 2 claws +1 (1d4+2)
--------------------
Statistics
--------------------
Str 19, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB +6; CMD 17 (can't be tripped)
Feats Martial Weapon Proficiency (falchion)
Skills Acrobatics +5, Heal +6, Intimidate +5, Perception +13, Sense Motive +4, Stealth +5; Racial Modifiers +8 Perception
Languages Common
Combat Gear healer's kit; Other Gear mwk cold iron falchion, bedroll, string or twine[APG], waterskin, weapon cord[APG], whetstone
--------------------
Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) No damage on successful reflex save.
--------------------
A once mighty genie who has somehow found himself tethered to an irksome catgirl due to a wish he granted her mother.
| Shon'dar Akbad |
Alright, I will make the tweak to be Unchained Monk.
Unsworn Shaman trades the Spirit ability for the ability to pick different hexes each day. There is some RAW debate about whether they are considered to have the Hex class feature (for feat prereqs, etc.). It may have been clarified in an errata. I'm interested in the archetype, but we don't need to go through the trouble of figuring it out unless I'm accepted.
| Pedwyn |
Here is Pedwyn the evangelist cleric.
Background is in the profile but short of it is he got long conned by a redcap and single handedly crippled his home town by refusing to admit his mistake.
He is on a near suicidal mission to the dungeon of graves to retrieve an artifact of old deadeye. One that might fix his home towns woes and give him the chance to mend fences with his home.
Assuming he doesn't get horribly murdered that is.
Full caster with bard song. As he levels he will get better spells and an animal companion. I grasp this group has plenty of muscle I'll likely be going for a creature that has lots of different movement types as nobody looks like they have much investment in water combat or climbing that I can see.
downsides to the archetype would be losing progression in channel energy and trading spont cures for some amusing if likely very unhelpful enchantment spells.
I mostly need to select gear for him at this point.
@Mottied
First question, would you permit me to select the Fey magic human trait? its a nice suite of abilities but most of the stuff it grants is tied to the terrain you select.
It makes very little sense for me to select anything but forest from that so most of the ability is going to be useless, It struck me as pedwyn's background involved dealing with lots of fey creatures. Gaining something from that could be fun.
Also low light vision is fun even if the rest of the abilities are unlikely to get used.
Secondly far as I can see we get 1000gp to start with in wealth, what is your opinion on partially charged wands as purchases for starting?
Just a Mort
|
Submission for first table(ignore 2nd table submission if I get on first table):
Male Tiefling (Daemonspawn) Wizard 2
N Outsider
Init +9; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10
hp 18
Fort +2, Ref +3, Will +2;
Defensive Abilities Resist fire 5, Resist Cold 5, Resist Electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cold Iron Dagger +0 (1d4/×2 (19-20))
Spells (CL 2nd; concentration +6)
. . At will—Detect Magic, Acid splash, Message
Lv 1 spells prepared: Colour Spray(x2), Chill touch (x1), Grease (school spell)
Spells known: Ear Piercing Scream, Mage Armor, Colourspray, Infernal Healing, Chill Touch, Enlarge Person, Blood Money, Obscuring Mist, Summon Monster 1, Grease
Wizard school - conjuration (teleportation)
Forbidden schools : Enchantment, Divination
Spell-Like Ability:
Death Knell(1/day)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 8, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Acadamae Graduate, Scribe scroll
Traits Reactionary
Arcane bond (Familiar) - Greensting scorpion +4 init
Skills Perception +0, Spellcraft +8, Knowledge Nature +8, Knowledge Planes +8, Knowledge History +8, Knowledge Religion +8, Knowledge Dungeoneering +8, Knowledge Local +8, Knowledge Geography +8, Knowledge nobility +8,Knowledge Engineering +8, Linguistics +8
Languages Common, Abyssal, Infernal, Draconic, Elven, Gnome, Terran
Other Gear
Haramaki, Cold Iron Dagger, Rope, Spell component pouch(x2), Acid flask, String, 2 Bells, Backpack, Wand of infernal healing, Waterskin
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Background
Nezarm graduated from the Acadamae of Korsova with flying colours. His thesis? Magical artifacts of power. He has sourced down that a large collection of magical artifacts would lie unclaimed in the Dungeon of Graves. He intends to find an adventuring party willing to enter the depths, so he can have an opportunity at the spoils.
Footnote:Staying power isn't so good compared to a witch due to no hexes. Probably I'll be less inclined to animate dead. But the only witch archetype I'm interested in playing in an undead heavy dungeon is a gravewalker. Controlling undead is still a thing, though. But only necromancers actually get stronger as the adventuring day goes on.
| CariMac |
Presenting Estela Medial Female half-elf cleric of Pharasma. I would be interested in either table.
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 18 (2d8+2)
Fort +3, Ref +2, Will +7; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron heavy mace +2 (1d8+1) or
silver dagger +2 (1d4/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +6)
7/day—bleeding touch (1 round), rebuke death (1d4+1)
Cleric Spells Prepared (CL 2nd; concentration +6)
1st—bless, bless water (DC 15), cure light wounds[D], magic weapon
0 (at will)—detect magic, light, mending, stabilize
D Domain spell; Domains Death, Healing
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 10, Int 12, Wis 18, Cha 10
Base Atk +1; CMB +2; CMD 14
Feats Point-Blank Shot, Skill Focus (Perception)
Traits undead slayer
Skills Acrobatics -1 (-5 to jump), Heal +8, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +6, Perception +10, Spellcraft +5; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Infernal, Orc
SQ elf blood
Other Gear mwk agile breastplate[APG], arrows (40), cold iron heavy mace, light crossbow, silver dagger, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Pharasma, 3 gp
--------------------
Special Abilities
--------------------
Bleeding Touch (1 round, 7/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Positive Energy 1d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
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| Mottied |
Would you count a falchion as exotic eastern equipment, @Mottied? Picked for flavour reasons, but open to changing for a greatsword, or greataxe, if its advisable - the weapon does not get summoned with him, so its entirely reasonable he might not have been able to get hold of a falchion if they are rare.
I believe the falchion counts as a martial weapon.
@Mottied
First question, would you permit me to select the Fey magic human trait? its a nice suite of abilities but most of the stuff it grants is tied to the terrain you select.
It makes very little sense for me to select anything but forest from that so most of the ability is going to be useless, It struck me as pedwyn's background involved dealing with lots of fey creatures. Gaining something from that could be fun.
Also low light vision is fun even if the rest of the abilities are unlikely to get used.Secondly far as I can see we get 1000gp to start with in wealth, what is your opinion on partially charged wands as purchases for starting?
The fey magic human trait is fine to pick.
Partially charged wands are a-okay.
@Mottied, I suspect I know the answer to this, but if you don't ask... If you take the additional traits feat are you still limited to the APG? I think I had forgotten about the restriction while umming and ahhing over feat selection :p
If you take the feat for extra traits I suppose I can allow the other books as well.
| EmissaryOfTheNorth |
And here is Emissary's submission!
Trained since an early age to become a faithful of Mistra, Baldhus grew among Paladins, Clerics and other heroes of goodness. A stoic fellow, his will not to fall is what distinguish him the most from others of his path. That, and the fact that he had a side job inside the church as manager of the armory and supplies, this gaving given Baldhus and assorted array of skills more common found in merchants that battlepriest.
When the time came for him to depart and crusade by himself he went with two purposes: The maintenance of justice and peace around the world... and earning money for his church, to be invested in training even more holy warriors.
With this economic path to the Victory of All that's Good, Baldhus looked for a deed that furthered both his objectives, and in Twinelms Springs he found it: a lowly necromancer was terrorizing the lands with his skeletical minions. Paired with a group of good hearted sell-swords and adventurers, Baldhur and the rest defeated the necromancer and earned a pretty penny. And then he heard of the Evil that Lurks Bellow: Rappan Athuk.
Having never heard of the place, he proposed it to be their next stop, but the rest indeed had heard of Rappan Athuk. And they wouldn't have none of it.
With his heart half full of sadness, Baldhus parted ways... and he is now in his way to Rappan Athuk, to vanquish the evil and make profut.
Baldus Silverbeard
Male Dwarf Warpriest of Mistra 2
Medium Humanoid
Initiative +1; Senses Darkvision 60’; Perception +3
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DEFENSE
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AC 18(20) , touch 11, flat-footed 17(19) (+1 Dex, +7 armor, +2 shield when equipped)
hp: 22 (2d8 + 4 +2)
Fort +5, Ref +1, Will +6; +4 vs poison, spells & spell-like
Defensive Abilities: Resilient , Stability
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OFFENSE
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Speed 20 ft
Melee:
Mwk Earthbreaker +6 (2d6+4/x3); or
Dwarven Waraxe +4 (1d10+3/x3);
Ranged:
Heavy Crossbow +2 (1d12/19-20 100 ft)
Special Attacks:
Spells Known/Prepared (CL 2; concentration +3)
1st (3/day) — Bless, Protection from Evil, Shield of Faith
0 (4/at will) — Detect Magic, Mending, Guidance, Stabilize
Blessings(4/day; DC 14): War(War Mind), Good(Holy Strike)
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STATISTICS
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Strength 16 (+3), Dexterity 12 (+1), Constitution 15 (+2), Intelligence 10 (+0), Wisdom 16 (+3), Charisma 8 (-1)
Base Atk +1; CMB +4; CMD 15
Feats: Steel Soul, Weapon focus (Earthbreaker)(B)
Skills: Sense Motive +8, Knowl(Religion) +4, Heal +7
Background Skills: Appraise +4, Knowl(Engineering) +4, Craft(Weapons) +4, Linguistics +4
Traits:
Languages: Common, Dwarven, Celestial
SQ: Sacred Weapon, Fervor(4/day, 1d6), Spontaneous Casting
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EQUIPMENT
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Weapons: Mwk Earthbreaker, Dwarven Waraxe, Heavy Crossbow, 40 bolts
Armor: Banded Mail , Steel Heavy Shield
Slotted Items:
Wands, Rods, Etc: Potion of Cure Light Wounds(4)
Waterproof backpack: bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.(Warpriest's Kit)
Belt Pouch(1)(Hidden inside Armor): 80 gp
Belt Pouch(2):30 gp, 25 sp, 50 cp, whetstone
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OTHER INFORMATION
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Carrying - lbs
Carrying Capacity 76 lb/ 153 lb/ 230 lb
Favored Class Bonuses
1st — +2 Hit points
Ability Score Increases
4th —
Only thing left is the trait, which will be done soon!
| Bedlam the Second |
So i read the game thread over the weekend in order to get a feel for the party dynamic.
I believe that your previous alchy was a boon to the group. I am hoping mine can fill that niche although i didnt realize that you had and lost an alchy prior to making mine.
Think of him as preventative maintenance....
Just a Mort
|
Im withdrawing from first table submission. I just wanted the party to have the choice of having an arcane caster, should they want to and I'm more interested in having an opportunity to play a gravewalker witch and dickering around with undead minions, just because I never had a chance to before. Must see what's on the other side of the hill, you know.
FOR SCIENCE!
Good luck, Kwin. I think you'll be a better fit for the party, since I can't bring myself to actually play a good aligned character in Rappan Athuk. The closest I can get is morally dubious.
The only way I'd be able to play a good aligned character is if god told me to (aka-if I rerolled as a divine caster), and that's a maybe.
| Morthak Bonerattle |
...otherwise Kwin is ready. When he hits third level, he'll have at least a +10 in all of the knowledge skills.
Hello, Kwin. With Nezarm gone your character basically fills the same niche that he would have.
Is your character a worshipper of Irori (in his knowledge capacity)? If so, have a look at the divine obedience feat for Irori:
http://www.archivesofnethys.com/DeityDisplay.aspx?ItemName=Irori . You would qualify for it at third level if you have 3 ranks in religion.
| miteke |
I would love to play a Inquisitor(Monster Tactician), possibly with a level of cleric and channel scourge if the undead start getting prevalent.
My submission is Tanic
Something confuses me. It says one trait from the APG. These are alternate traits for the core races. Does this mean you only allow core raced? Does it mean that only one alternate trait is allowed, and only for core races? Or were you talking non-race traits? I did not select any traits because of this and I may have to pick a different race than Suli.
Still have to work on fluff, background skills, and equipment.
| Morthak Bonerattle |
Something confuses me. It says one trait from the APG. These are alternate traits for the core races. Does this mean you only allow core raced? Does it mean that only one alternate trait is allowed, and only for core races? Or were you talking non-race traits? I did not select any traits because of this and I may have to pick a different race than Suli.
FYI he is talking about the traits from page 326 of the APG in the "New Rules" chapter.
These are different from alternate racial traits. Alternate racial traits are allowed, and they don't have to be from the APG.
It's an unfortunate coincidence that Paizo chose to use the term "trait" for two different game concepts.