Rappan Athuk Mythic Playtest (Inactive)

Game Master pinvendor

Let's grind these rules and leverage them to pieces.


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Ephemeral GameMaster

Alright my PbP friends. I am committing myself to this, and I will try not to let you down.

PCs: Level 1, Mythic Tier 1
20 point buy

Start throwing up ideas, and realize you might get to play them all. Heh heh heh.


Human Paladin ....Male! ( shocking I know :P )

Dhampir Magus

Elemental Barbarian (cat-folk?)


Ephemeral GameMaster

PC deliberation question #1: Do you want to start if in the one safe(ish) haven of Zelkor's Ferry, or start on the road from distant lands?


Vishkanya rogue trickster

Aasimar cleric hierophant

More later... got a session to run tonight.


I'm always happy to RP the travel from far-flung parts, but if we're going to lose these characters really quick, not much point in getting attached to them. :/


Ditto on lack of character attachment. I have no problem getting right into the thick of things.

Current build idea is an aasimar summoner guardian.


Mythic Paladin
-------------
Brought back from death upon the far-flung battlefields of Yol, his patron deity has Granted him Mythic powers. Stronger in his faith than his mind, Artym believes the evil of Rappan Athuk hould perish.

  • Mythic Power: (1+3/day +1d6)
  • Hard to Kill: Auto Stabilize & double HP to kill
  • Mythic Vulnerability: Dependancy (Whisky? or Blood)

    Mythic Path: Champion!

  • 'Fleet Charge' - free move & attack along the way adding tier to attack roll
  • To the Death - Triples Con for Death & don't fall unconcious at -ve's

    Mythic Feat:

  • Mythic Toughness - Doubles 'Toughness Feat' & gain DR10/epic when in -ve's

    Holy Chipmunks Bards could be truly Mythic with this!


  • Ephemeral GameMaster

    I think it will be simpler if we just drop you in the town starting off, but it is up to you guys.


    Yep that sounds good. How do we work out starting gold? Average, roll?


    The GM said max in chat. I think we'll need it.


    300gp!

    So Know(Religion) & Diplomacy? Any other skills needed?

    Know (Nobility), or Sense Motive {they want to kill us}?


    How are we doing HP? Average/roll? Or max?


    Ephemeral GameMaster

    Might as well give you guys the max for 1st level. I am eager to see how well your amped up stats will fare against the insidious evils of Rappan Athuk's crazy encounters. Mwahahaha!


    I'll try monk/champion and also run a cleric (not yet built).


    Paladin:

    Male Human (Varisian) Paladin of XXX/1 Mythic Champion
    LG medium humanoid (Human)
    Init +1; Senses (), Perception -1,
    Languages: Common,
    --------------------
    DEFENSE
    --------------------
    AC 15, touch 11, flat-footed 15 ACP= -2
    HP 22 (1HD) (upto -42HP before death & can still act)
    Fort +4, Ref +1, Will +2
    --------------------
    OFFENSE
    --------------------
    Speed 30 ft.
    Melee: Falchion (two handed) +3 2d6+7/(18-20)x2 (while PA)
    Space 5 ft. Reach 5 ft.
    Ranged Shortbow +1 d6 x2 P
    Base Atk +1; CMB +4; CMD 15
    Learnt Paladin Spells (CL 0th):
    1st (0/day) -
    0th (0/at will) -
    Channeling: Positve Planar: 0/day & 1d6 (DC12) in 30"
    --------------------
    STATISTICS
    --------------------
    Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 16
    Feats: Toughness, Power Attack
    Mythic Feat: Mythic Toughness
    Mythic Vulnerability: Lemon Curd Dependancy
    Mythic Power: 4/day
    --------------------
    SKILLS
    --------------------
    Acrobatics/0 + 1
    Appraise/0 + 0
    Bluff/0 + 3
    Climb + 3
    Craft/0
    Diplomacy*/1 + 7
    Disguise + 3
    Escape Artist + 1
    Fly + 0
    Handle Animal/0
    Heal*/0 - 1
    Intimidate + 3
    Knowledge/0 (History) - 1
    Knowledge*/0 (Nobility) - 1
    Knowledge*/1 (Religion) + 3
    Perception - 0
    Profession - 0
    Ride* + 1
    Sense Motive* - 0
    Spellcraft* - 1
    Stealth/0 + 1
    Survival/0 - 0
    Swim + 0
    UMD +
    --------------------
    GEAR/POSSESSIONS
    --------------------
    Location On Persons 226.03gp(3.5)
    Chainshirt (100/20)
    Falchion (75/8)
    Shortbow (20) (31/5)
    Flask (.03/1.5)
    Signet Ring (5/-)
    Silver & Cold Iron Daggers (26/2)

    Divine Focus -

    Location Pouch (1/.5) (3/-)
    Alchemists Kindness (1/-)
    Night Tea (20)(2/-)

    Location Pouch (1/.5) (0.5)
    Cards (1/.5)
    Jar of Lemon Curd.

    Location* Waterskin (1/4) (4)

    Location Backpack* (2/2) (11.5)
    Candle (5) (.05/-)
    Chalk (5 piece) (.05/-)
    Fish Hook (0.1/-)
    Flint and Steel (1/-)
    Charcoal (.5/-)
    Iron Spike (.05/1)
    Lamp Oil (.1/1)
    Mapcase (1/.5)
    Marbles (0.1/2)
    Mirror (10/.5)
    Paper (sheet) (x5) (1/-)
    Rope (silk/50 ft.) (10/5)
    Sealing Wax (1/1)
    Sewing Needle (.5/-)
    Twine (50 ft.) (0.01/.5)

    Location Home# 4.3gp(17.5)
    Bedroll (0.1/5)
    Blanket (0.2/1)
    Iron Pot (0.8/4)
    Caltrops (1/2)*
    Cooking Kit (1/2)
    Shaving Kit (1.5/0.5)
    Shovel (0.2/3)*
    Soap

    * = In saddlebags
    # = In Lodgings

    5 gp, 7sp, 22cp

    Total Weight = 49.5 + 17.5

    Traits: Indomitable Faith
    Dirty Fighter (+1 damage when Flanking)


    The mythic tier adds so much extra crap on that I'm almost positive I got something wrong, but here's my build. Just needs some traits.

    Cereza, Aasimar Summoner:

    Female aasimar summoner 1/guardian 1
    LG Medium outsider (native)
    Init +1; Senses Perception +, darkvision
    --------------------
    DEFENSE
    --------------------

    AC 15, touch 12, flat-footed 13 (+2 Dex, +3 armor)
    hp 15 (1d8+2+5)
    Fort +1, Ref +2, Will +3
    Resist acid 5, cold 5, electricity 5
    --------------------
    OFFENSE
    --------------------

    Speed 30 ft.
    Ranged crossbow +2 (1d8/19-20)
    Spell-Like Ability
    1/day-daylight
    7/day-summon monster I
    Spells Known
    1st (2/day)-mage armor, grease (DC 15; DC 16 if conjuration)
    0-detect magic, guidance, message, open/close
    --------------------
    STATISTICS
    --------------------

    Str 8, Dex 14, Con 12, Int 12, Wis 12, Cha 19
    Base Atk +0; CMB -1; CMD 11
    Feats Spell Focus (conjuration), Dual Path (archmage arcana)
    Skills Handle Animal +8, Linguistics +3, Perception +2, Sense Motive +3, Spellcraft +5, Use Magic Device +8
    Traits
    Languages Common, Celestial, Draconic
    SQ Eidolon (
    Gear studded leather armor, light crossbow, crossbow bolts (20)
    Assets
    --------------------
    SPECIAL ABILITIES
    --------------------

    Truespeaker +2 bonus to Linguistics and Sense Motive checks; learn two languages per Linguistics rank
    Life Link (Su) Can sacrifice hit points to prevent damage done to eidolon
    Hard to Kill (Ex) Stabilizes automatically when below 0 hit points; does not die until number of negative hit points equals or surpasses Constitution score
    Mythic Flaw (Ex) School Aversion (necromancy) -4 to all saves against spells of the necromancy school; negative effects of necromancy spells last twice as long; mythic saves ability does not apply to necromancy spells; cannot benefit from necromancy spells
    Mythic Power (Su) Charisma 5/day, as an immediate action, increase the result of any d20 roll by 1d6 as an immediate action
    Guardian’s Call: Beast Fury (Su) As a swift action, can spend one use of mythic power to grant boon to eidolon. As an immediate action, eidolon can move up to speed and make an attack with any of its natural weapons; attack is rolled twice, with the higher result being used; damage counts as epic for the purposes of overcoming damage reduction
    Mythic Companion (Ex) 1/day, eidolon can use mythic power on a d20 roll
    Archmage Arcana: Wild Arcana (Su) Can expend one use of mythic power to cast any spell on the summoner spell list that is of a level that can be cast; treat the spell as if it were being cast at +2 caster level

    Sapharael, Eidolon:

    LG Medium outsider (eidolon)
    Init +1; Senses Perception +4, darkvision
    --------------------
    DEFENSE
    --------------------

    AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
    hp 11 (1d10+1)
    Fort +3, Ref +1, Will +2
    --------------------
    OFFENSE
    --------------------

    Speed 30 ft.
    Melee greatsword +5 (2d6+6/19-20)
    Melee 2 claws (1d4+4)
    --------------------
    STATISTICS
    --------------------

    Str 18, Dex12 , Con 13, Int 7, Wis 10, Cha 11
    Base Atk +1; CMB -1; CMD 11
    Feats Martial Weapon Proficiency (greatsword)
    Evolutions Reach (weapon), Ability Increase (strength)
    Skills Climb +8, Perception +4, Sense Motive +4, Stealth +5
    Languages Common, Celestial, Draconic
    Gear greatsword
    --------------------
    SPECIAL ABILITIES
    --------------------

    Link (Ex) Can communicate with eidolon telepathically; share item slots with eidolon
    Share Spells (Ex) Can target eidolon with spells that define “you” as a target; spells affect eidolon even if they do not normally affect outsiders


    Ephemeral GameMaster

    I am considering typing up a summary of the leads in the PG along with the highlights of the NPCs suggestions. I will probably work on that after work today.


    Female Cimelocarn

    I'm interested, as per usual but will have to go through it when my brain isn't so busy with other stuff (fibro classes took a lot of energy and thinking).

    When is the deadline Pin?


    Ephemeral GameMaster

    None really, since it's just dungeon crawl and playtest of a dungeon that attracts adventurers the world over there will always be a reason your PC would be just around the rock tunnel. (^_^)


    Mai does have gold enough for a room at the inn. It's one of the benefits of being a monk.


    Ephemeral GameMaster

    Did anyone ever decide which way you were being ferried? North of the river or across the lake mouth to the east therefore the south side of the river?


    Based on this, and on our discussion of wanting to bum around in the wildnerness a bit, I think we want to go to the south side of the river and take our chances in the forest for a while. Does that sound correct?


    That sounds fine.


    Ephemeral GameMaster

    So before we get too much further, I need everyone to finalize their Mythic stuff and name your lesser trial focuses for the day. Anyone have any questions so far?


    OK, so I messed up my Nicci build, but we haven't done anything yet, so it's not too terrible. Ralph pointed out that 'To The Death' is a Champion path ability, not a Guardian (though it's on the Guardian table page, which confused me), and it's also not legal for the Dual Path feat. I have to choose one of the champion strike abilities to start on the Champion dual path.

    So, if it's OK, I will change To The Death to Sudden Attack to make Nicci legal.


    Nicci's lesser trials: Boon Giver, Final Gift, Push On.
    Mai's lesser trials: Wrestler, Maneuver display, Push On.


    My Mythic Trait is:

  • Charisma

    Today's Lesser Trials:

  • Manoeuvre Display - Perform 4 manoeuvres in 1 combat.
  • Push On - Defeat 6 encounters without resting.
  • Massive Swing - Damage 5+ enemies in 1 round with ranged/ melee attacks (Now if we find alchemists fire & a group of enemies I can *cheese* this - otherwise it's Impossible. Which is a bit of silly design really.)

    So we are going near the spider woods, I believe Treppa said in chat. Which is great by me.


  • Ephemeral GameMaster

    @Pieter Üsthåusen: Wouldn't that be possible with two weapons and multiple attacks if you were surrounded? You would just choose to make an attack on each separate opponent. I suspect this trial isn't possible at this level, but is there for higher level PCs who, in theory, would also be higher Mythic Tier requiring more diversified lesser trials to compromise the several required for their next Mythic Tier.


    Oh Honored and Beneficent GM, any word on my Nicci rebuild proposal three posts up?


    Ephemeral GameMaster

    @Treppa: Your question about the spiders in game. You are free to assume you possess the scribbled maps in the PG. I conceive that the really simple scribblings are meant to indicate the people you spoke with drew them up for you after telling you about their adventures.

    Still need everyone's trial selections for the current day. We'll assume that the events of the PG played out in the afternoon and evening of your arrival. This will be the next day.

    Let's assume it's just after 10:00am.


    Ephemeral GameMaster

    @Treppa: Sorry, I just assumed you were making the correction. Didn't know you were asking for permission. As long as it is correct now, I have no problem with this.


    Thank you; that will fix her. Updating now.


    Spirit of Pinvendor wrote:
    @Pieter Üsthåusen: Wouldn't that be possible with two weapons and multiple attacks if you were surrounded? You would just choose to make an attack on each separate opponent. I suspect this trial isn't possible at this level, but is there for higher level PCs who, in theory, would also be higher Mythic Tier requiring more diversified lesser trials to compromise the several required for their next Mythic Tier.

    Yeah, but there really should be Trials that scale. Some of the ones for other Archetypes do. Champion gets rather hurt in this regard.


    Sorry Pinvendor, I don't have the mythic rules at work, and I've been busy at home with all this Christmas preparation stuff. I should be able to post them after work today.

    DSX if you have combat reflexes and a high Dex you can do it, just have to have a bunch of people provoke.


    Cereza's Lesser Trials:

  • Blockade
  • Survive the Tide
  • Behind Me
  • Mordin's Lesser Trials:

  • Unexpected Strikes
  • Ranged Death
  • Push On

  • Ephemeral GameMaster

    I finally Painted a Player friendly non-spoiler map. Also in the Campaign Info tab.

    Wilderness around RA map


    Ephemeral GameMaster

    There has been some concerned over keeping everything focused.

    Since we are just super RPers and can't escape it, I would like to request a simple thing which I hope will help keep everything moving forward.

    Please tell me in a brief summary why your character chose to tackle the deadly dungeon.

    I will try and link to this to some elements of the dungeon or even characters in the wilderness or Zelkor's Ferry. Heavy RP is not required, but I think this will help everyone keep their PCs focused on the dungeon delve and everyone doesn't seem lost and uncertain. ;)


    I'm visiting family for the next week or so, I'll try to get posts in while I can, but please feel free to bot when needed; here and in the other games as well.

    Trials are
    -Survive the tide
    -Shield Ally
    -Push on


  • Born in the deep forests of Ustalav, his family was a small minor noble branch with a tiny holding and primitive village. They tended to keep to themselves....
  • Until one nigh a stranger with his small retinue came to visit. Despite being reticent to let the noble inside, his obviously higher status demanded hospitality. The next morning as Pieter went to the Spartan chapel for prayers; he found the priest dead upon the flagstones. His youngest sister missing, blonde hair and a flush of freckles, cherished and chaste she was a virtuous daughter any Noble Family could wish for.

  • Driven into a fury by the abduction, he followed a trail leading into local town. With torch and sword he stormed into the Inn where the visitor slept; tearing his sister from the creatures clawed fingers. Between the dark and the fires light, blood flowed. In the morning all that was left was the burnt ruins of an Inn, a pale flame mark upon his shoulder and his unharmed sister.
    ~~~
  • From that day forth Pieter prayed and practised his arms; just in case the darkness came back into his life. However this earned him some reputation...leading to his demise.

  • A local Baron requested he take up arms and take to the field against a hereditary enemy. A bloody and pointless skirmish...

  • Bleeding upon the battlefield, spear having dealt a fatal blow... Pieter looks across the horrible bog, realising the futility of the conflict. Pale armoured women seem to move from one body to the next, his vision becoming blurry he realises who these Valkyries are.

  • Darkness descends as his senses shut down. A soft voice whispers in his ear as the pain recedes.
    'Destroy those that rebel against nature. Go to Rappan Athuk...'


  • Sorry about the rubbishy first draft back-ground, here's something to placate.


    Ephemeral GameMaster

    Been super busy. Will try to post later hopefully.


    Elf Wizard

    Hello, I have just noticed this discussion thread about Rappan Athuk - Something I have always wanted to join in :D

    Is this a closed recruitment, or even better, is it a recruitment at all? :D


    Ephemeral GameMaster

    Hello Edeldhur.

    We're actually some friends doing a playtest of the Mythic rules using the super dungeon of Rappan Athuk, so technically there was no recruitment. In theory, this is meant to be fast and loose, and I am not exactly sure how it will go. If it heads in the direction of truly serious and we settle into actual RP instead of just messing with the rules, we can consider some outside recruitment. If so, I will let you know via PM.

    Sovereign Court

    Male Oread Armour Master/1 Guardian/1

    Belgeon never really fit in whether because he seems completely bereft of the usual emotions, or due to the obvious physical differences between him and the others. The rift between him and the other townsfolk only seemed to grow bigger as Belgeon grew up, and he became a complete outcast.

    He had always heard of stories of Rappan Athuk mostly of how deadly it is and how no one ever returns alive. A rowdy group at the tavern one night were taunting and harassing Belgeon, as a joke one of them said Belgeon would fit in at Rappan Athuk. That would be the only place he would find others like him, and find companions. Belgeon took the man seriously and soon set out for Rappan Athuk. He is determined to find a place where he belongs and companions that will understand him, when he does he vows to protect them from danger even at the cost of his own life.


    Question for the GM: The light spell says it causes one touched object to shine like a torch. So, if I touch one of the big trees next to the path, will the entire tree shine like a torch, even up into the dark canopy?

    I allowed it when I ran because the literal spell makes no restriction on the size of the object. But I think perhaps I was wrong and the intent is to create a single torch-sized spot of light on any object.

    Either way, Nicci is preparing to cast light. The way she does it will be determined by your ruling.

    Thanks!
    Treppa


    Note to self: double-check Mai and Nicci. +2 ability score comes in at mythic level 2, not 1.


    Nicci was fine. Backed off Mai's WIS to 18 and adjusted wisdom-based scores appropriately. Thanks to Leo for the catch.


    Ephemeral GameMaster

    Safe to assume the party is traveling again?


    Yes, very safe. As we wander on the road again.

    *DSX is getting paranoid*

    ¬_¬


    Yep, I though we were easing on down the road.

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