Rappan Athuk - Advice on Character Build


Advice


Hello guys, this weekend I'm intending to visit a convention where I will play a session of Rappan Athuk there. I have heard that the adventure is very deadly with all of the traps and monsters, therefore I would like some hint/advice so my character could survive until the end of the convention ;)

This is the condition,
a.) Starting Level: 5
b.) Starting wealth: 10,500 gold pieces
c.) Current party: Fighter, Monk (more to come, but not yet decided)
d.) Available Rulebook: Core

I was planning to create some Rogue, and I would really appreciate if I could now the good combination of Race/Feat/Equipment, etc. for the session.

If you got any other recommendation of class, I would love to hear it, too.

Thanks,

Happy gaming~

Sczarni

Paladins rock RA pretty hard. A prepared wizard or druid might get out alive. You probably won't.


Interesting, so are you saying that the Paladin has a better chance to survive rather than rogue? Or the Rappan Athuk itself is very deadly that my chance to survive is very low XD

Without spoiling the story, care to share what kind of Paladin is suitable for the RA adventure?


Carla the Profane wrote:

Paladins rock RA pretty hard. A prepared wizard or druid might get out alive. You probably won't.

Personally, I fill the rogue position in RA with a bladebound kensai. He uses the Seeker and Trap Finder traits to get perception and disable device as class skills. Dexterity build, so high modifiers to disable device and stealth. All around good saves and AC. Uses his spells for utility and defense instead of trying to nova a handful of opponents per day with Shocking Grasp.

Spoiler:
Survival in RA is as much about the player as the character.

It does not matter how good the build if the player makes mistakes.

*Not knowing when to run is a fatal mistake.
*Survival is winning, not DPR

Grand Lodge

5 people marked this as a favorite.

“Rappan Athuk? Bah! No one ever gets out of that place alive"


Fighter Monk and Rogue are certainly not the first classes I would consider when attempting to take on Rappan Athuk of all places. Much less a party of ONLY those 3 classes.

Rappan Athuk doesn't mess around. You go hard or you go home...in a bodybag. Spellcasters are necessary. Well rounded classes are necessary. Fighter, Monk & Rogue leave a lot of holes in the party, and none of them (save perhaps the monk) have decent personal defenses.


Snowlilly wrote:
Personally, I fill the rogue position in RA with a bladebound kensai. He uses the Seeker and Trap Finder traits to get perception and disable device as class skills. Dexterity build, so high modifiers to disable device and stealth. All around good saves and AC. Uses his spells for utility and defense instead of trying to nova a handful of opponents per day with Shocking Grasp.

Lovely, quite curious with the detail of your rogue build, care to share?

Also, what kind of equipment (Armor, Scroll, etc.) you use to support the character?


Arloro wrote:
“Rappan Athuk? Bah! No one ever gets out of that place alive"

Really, with all of the comment of this adventure, I can't wait for Sunday now XD

Kaouse wrote:

Fighter Monk and Rogue are certainly not the first classes I would consider when attempting to take on Rappan Athuk of all places. Much less a party of ONLY those 3 classes.

Rappan Athuk doesn't mess around. You go hard or you go home...in a bodybag. Spellcasters are necessary. Well rounded classes are necessary. Fighter, Monk & Rogue leave a lot of holes in the party, and none of them (save perhaps the monk) have decent personal defenses.

Agree with you, but this is convention after all, we don't have much time to assemble the party well enough, everyone just randomly come. Hopefully before the session we could talk it out, and not leaving early in the convention because of TPK :) (or at least getting TPK-ed near the end of the convention time)


I play in Carla's Rappan Athuk game. I'd agree that some form of magic really helps a character out. I'm the only character in the party without any spellcasting and I feel like I'm lagging behind.
Pretty much any kind of Paladin will do. Try to crit-fish, you're going to need it. Smite often.
Rappan Athuk is fan of throwing overwhelming numbers of enemies at you. Crowd-control is really, really useful.


Quentin Coldwater wrote:

I play in Carla's Rappan Athuk game. I'd agree that some form of magic really helps a character out. I'm the only character in the party without any spellcasting and I feel like I'm lagging behind.

Pretty much any kind of Paladin will do. Try to crit-fish, you're going to need it. Smite often.
Rappan Athuk is fan of throwing overwhelming numbers of enemies at you. Crowd-control is really, really useful.

Wow, thanks for the insight. Truth is, right now I'm more concern about the role of discovering and disabling the trap, that's why Rogue is the one that comes up first in my mind.

So, in terms of monster and trap, do this adventure has more combat encounter rather than trap encounter?


I'd say come with a wizard and cleric built. In case the 4th person makes one or the other.

A wizard with a wand of Unseen servant with a 100lb stone can check hallways. As can a wand of Mount. Both can set off pressure traps or walk by traps. Pray someone has perception and use Detect magic always to hopefully see magical traps. Avoid the ones you can. Cleric can wand/scrolls/prepare Find Traps. Is a Wis based caster and will have a great perception if you pick up perception in your traits.

Make the Wizard or Cleric with the ability to control people to reduce incoming damage.

Sad it is core only because I would recommend other classes. Things with unlimited resources like a witch and shaman Hexes is great resources to have on hand for the extra long adventuring day. Core Rogue is a terrible class and you should not feel obligated to have one. Some of the other classes offer more than the Core rogue. Investigator is a great addition or getting the trapfinding abilities in a better combat class.


*Snickers*

I'd suggest bringing two characters. You absolutely want someone in the party who's good at finding traps, and if nobody else brought such a character, you should be ready to do it yourself.

Rappan Athuk is not an easy-mode dungeon. It wants you to die, and your group will need to be smart and use real tactics in combat if you want to survive. Combat is not the only danger, though.

Oh, and don't go down the well.


Kaouse wrote:

Fighter Monk and Rogue are certainly not the first classes I would consider when attempting to take on Rappan Athuk of all places. Much less a party of ONLY those 3 classes.

Rappan Athuk doesn't mess around. You go hard or you go home...in a bodybag. Spellcasters are necessary. Well rounded classes are necessary. Fighter, Monk & Rogue leave a lot of holes in the party, and none of them (save perhaps the monk) have decent personal defenses.

Rogue is decent for Rappan Athuk. Stealth and the ability to disarm traps matter more here than in a lot of the sorts of theorycrafting that usually leads to Rogue. I wouldn't take in vanilla Rogue though, Unchained or bust. And yeah, slapping trapfinding onto another class is probably preferable, but that requires very specific builds or a trait that is not necessarily going to be allowed. Rappan Athuk was clearly made with Rogues in mind, so it's not the end of the world to play one.

That said, Fighter and Monk have very limited usefulness here, and seeing both makes me sweat. This is my big worry. It'll be fine if there are more than 4 players (as long as the other players don't show up with martials). Still, I'd be considering Archaelogist Bard or Eldritch Scoundrel here, just to bring as much to the group as possible.

Ultimately, Rappan Athuk is more about playing intelligently than minmaxing or putting together the perfect party. A well optimized party will die almost as quickly as a less optimized party if they make bad life choices, and a less optimized party has a chance, if they're really really careful, of making it the whole way. That said... spellcasting really, really helps.


it does not matter what you create. You will die 17 horrible deaths, and then be brought back to join Orcus' horde.


I won't lie, nothing I've ever heard about RA makes me want to play it. It sounds like it's trying so friggin' hard to be deadly that it just doesn't sound fun.

Strictly second-hand impressions, mind you.


keren_man wrote:
Quentin Coldwater wrote:

I play in Carla's Rappan Athuk game. I'd agree that some form of magic really helps a character out. I'm the only character in the party without any spellcasting and I feel like I'm lagging behind.

Pretty much any kind of Paladin will do. Try to crit-fish, you're going to need it. Smite often.
Rappan Athuk is fan of throwing overwhelming numbers of enemies at you. Crowd-control is really, really useful.

Wow, thanks for the insight. Truth is, right now I'm more concern about the role of discovering and disabling the trap, that's why Rogue is the one that comes up first in my mind.

So, in terms of monster and trap, do this adventure has more combat encounter rather than trap encounter?

Rappan Athuk has more monsters than traps, but usually all the traps you WANT to spot/disable. They are much more deadly than the standard adventure path kind of traps. I'm not a big fan of Rogues, but if you want to disable traps, Slayers get that option as a Slayer Talent, and Investigators have it as a class skill. Both options are much more viable than Rogues, I feel. I think Investigators are exactly the kind of thing you want for Rappan Athuk: great at Knowledges, great at melee (if you build him Strength-based, rather than something else), and self-buffing monsters.


Louise Bishop wrote:
I'd say come with a wizard and cleric built. In case the 4th person makes one or the other.

Cleric is one of my other plan for the session, although I feel reluctant because last week I've also played cleric in PFS adventure, but still, what kind of cleric do you think will fit in RA?

GM Rednal wrote:
I'd suggest bringing two characters. You absolutely want someone in the party who's good at finding traps, and if nobody else brought such a character, you should be ready to do it yourself.

Thanks for the advice! Pretty curious here, if you need to bring 2 character in my condition, what kind of character will you bring?

PK the Dragon wrote:

Rogue is decent for Rappan Athuk. Stealth and the ability to disarm traps matter more here than in a lot of the sorts of theorycrafting that usually leads to Rogue. I wouldn't take in vanilla Rogue though, Unchained or bust. And yeah, slapping trapfinding onto another class is probably preferable, but that requires very specific builds or a trait that is not necessarily going to be allowed. Rappan Athuk was clearly made with Rogues in mind, so it's not the end of the world to play one.

That said, Fighter and Monk have very limited usefulness here, and seeing both makes me sweat. This is my big worry. It'll be fine if there are more than 4 players (as long as the other players don't show up with martials). Still, I'd be considering Archaelogist Bard or Eldritch Scoundrel here, just to bring as much to the group as possible.

Ultimately, Rappan Athuk is more about playing intelligently than minmaxing or putting together the perfect party. A well optimized party will die almost as quickly as a less optimized party if they make bad life choices, and a less optimized party has a chance, if they're really really careful, of making it the whole way. That said... spellcasting really, really helps.

Neat! Thank you very much for your recommendation sir! Somehow I feel more confident to create rogue for the session, although I also think to create one more character, just in case anything goes wrong, and yes, Bard looks like could fit in well!

GM Hands of Fate wrote:
it does not matter what you create. You will die 17 horrible deaths, and then be brought back to join Orcus' horde.

Interesting, can't wait for my character afterlife experience ;)


Redblade8 wrote:

I won't lie, nothing I've ever heard about RA makes me want to play it. It sounds like it's trying so friggin' hard to be deadly that it just doesn't sound fun.

Strictly second-hand impressions, mind you.

In my place, Tabletop RPG session is pretty much a luxurious thing, so I would gladly accept anything offered, including the Rappan Athuk :)

Quentin Coldwater wrote:
Rappan Athuk has more monsters than traps, but usually all the traps you WANT to spot/disable. They are much more deadly than the standard adventure path kind of traps. I'm not a big fan of Rogues, but if you want to disable traps, Slayers get that option as a Slayer Talent, and Investigators have it as a class skill. Both options are much more viable than Rogues, I feel. I think Investigators are exactly the kind of thing you want for Rappan Athuk: great at Knowledges, great at melee (if you build him Strength-based, rather than something else), and self-buffing monsters.

Thanks for the insight! I'll consider it.


As for actual build advice: encounters are pretty varied, so I can't give an overall advice. Social skills are pretty downplayed, but every now and then they do come up. Certainly don't overinvest in social skills, a smattering is enough.
Pretty much any kind of build will be viable at different points in the game. In general, though, heavy damage output will be good. Either melee or lots of spells. A Magus is pretty good, Paladins, and so on. As mentioned, crowd control will also help a lot if you're getting overwhelmed. I'm running a trip specialist with reach, and while my damage output isn't the greatest, I have held lots of enemies at bay through tripping them before they could get to us. On the other hand, crowd control spells like Obsidian Flow, Euphoric Cloud, Stone Call, and so on are great as well, as they impede enemy movement, allowing you to deal with other enemies before getting swarmed.
Something like status removal would be good. You can buy scrolls, but their caster level will be unreliable. For Clerics, general buff/debuff is nice. You don't have to be an offensive monster, but it is important to contribute meaningfully in a fight. If you throw save or suck spells, up your spell DC to make sure it sticks.
EDIT: Also, don't be afraid to overspecialise (except the aforementioned social skills). This is a dangerous dungeon. Being a generalist isn't good enough. Have a good game plan and stick to it. Hope the other party members cover your gaps.
Also, invest in your saving throws. There are some nasty spell effects here and there, you DON'T want to get hit by them.

Liberty's Edge

Core only RA, eh. Well personally when I go for hard mode I go all in and make an all out Harsk table. But sure for easy mode here is some advice.

Assuming it uses traits be sure to have Perception as a class skill and then mx it.

Either get a way to disable traps or a way to trigger them or a way to circumvent them (this can be dangerous when you have to flee from an encounter that has gone south).

Whatever you pick make sure you can do several roles when someone goes down so that you always have someone who can deal with healing/traps, ect.

Bard. With a Monk and a Fighter buffing them might be really good. As some have noted there is a bit of possibilities of social encounters down there. And you can do skill money like no other i Core through 6+Int skills and Versatile performance.
I suggest building it as a ranged Bard that buffs and can do a bit of healing in a pitch.

Cleric. Same as the Bard you can be quite the buffer. This just gives you more options of taking on the role of Healer. Though quite often casting spells that makes your guys kill people faster or stuff that prevent damage will be more effective.
With a trait like Seeker you can get Perception and with your high Wis you can find traps like no other in Core!

Wiz. Crowd control. Buffing. And a few blast spells for the odd swarm. Given that you start at level 5 you are over the painful low levels where you have very few spells per day. But even then you still have to make sure you ration them. So make use of your scribe scroll feat and have a small scroll library with you for every occasion.


keren_man wrote:
Snowlilly wrote:
Personally, I fill the rogue position in RA with a bladebound kensai. He uses the Seeker and Trap Finder traits to get perception and disable device as class skills. Dexterity build, so high modifiers to disable device and stealth. All around good saves and AC. Uses his spells for utility and defense instead of trying to nova a handful of opponents per day with Shocking Grasp.

Starting a level 5, something like this.

Lovely, quite curious with the detail of your rogue build, care to share?

Also, what kind of equipment (Armor, Scroll, etc.) you use to support the character?

If starting at 5th level I would recommend something like

Artanthos:

Artanthos
Male human (Garundi) magus (bladebound, kensai) 5 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium humanoid (human)
Init +7; Senses Perception +12
--------------------
Defense
--------------------
AC 21, touch 19, flat-footed 13 (+1 armor, +1 deflection, +5 Dex, +3 dodge, +1 natural)
hp 43 (5d8+15)
Fort +7, Ref +7, Will +6
Defensive Abilities canny defense +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +11 (1d6+7/18-20)
Special Attacks arcane pool (+2, 4 points), spell combat, spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 5th; concentration +8)
. . 2nd—alter self, mirror image
. . 1st—reduce person (DC 14), shield (2), vanish[APG] (DC 14)
. . 0 (at will)—detect magic, open/close (DC 13), touch of fatigue (DC 13)
--------------------
Statistics
--------------------
Str 9, Dex 20, Con 14, Int 17, Wis 12, Cha 10
Base Atk +3; CMB +2; CMD 21
Feats Additional Traits, Arcane Strike, Craft Wondrous Item, Dervish Dance[ISWG], Weapon Finesse, Weapon Focus (scimitar)
Traits highlander (hills or mountains), reactionary, seeker, trap finder, two-world magic
Skills Acrobatics +8, Climb +3, Disable Device +16, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (engineering) +4, Knowledge (planes) +8, Knowledge (religion) +4, Perception +12, Perform (dance) +2, Sense Motive +3, Spellcraft +7, Stealth +14 (+16 in hilly or rocky areas), Swim +3; Racial Modifiers highlander (hills or mountains)
Languages Aboleth, Abyssal, Common, Osiriani, Undercommon
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, paranoid, perfect strike
Combat Gear pearl of power (1st level) (2), potion of mage armor (2), acid (5), alchemist's fire (2); Other Gear mwk silken ceremonial armor[UC], amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, magus starting spellbook, masterwork thieves' tools, 22 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +3 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Paranoid Aid Another DC 15 for attempts to help you.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.[/b]

My current character

Artanthos:

Artanthos
Male human magus (bladebound, kensai) 10/Archmage 2 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium humanoid (human)
Init +16; Senses Perception +21
--------------------
Defense
--------------------
AC 33, touch 26, flat-footed 20 (+6 armor, +2 deflection, +8 Dex, +5 dodge, +1 insight, +1 natural; +2 deflection vs. evil)
hp 95 (10d8+42)
Fort +14, Ref +16, Will +13; +2 resistance vs. evil
Defensive Abilities canny defense +5, evasion, fortification 50%, hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Melee sorrow +21/+16 (1d8+4/18-20) or
. . sorrow - pool +23/+18 (1d8+15/15-20)
Special Attacks arcane pool (+3, 8 points), improved spell combat, magus arcana (spell blending [2 spells of lower level][UM]), mythic power (7/day, surge +1d6), spellstrike, wild arcana[MA]
Magus (Bladebound, Kensai) Spells Prepared (CL 10th; concentration +17)
. . 4th—greater invisibility
. . 3rd—fly, haste[M], vampiric touch
. . 2nd—alter self, bladed dash, glitterdust (DC 17), mirror image
. . 1st—infernal healing[ISWG], mage armor[M], reduce person (DC 16), shield, shocking grasp, shocking grasp
. . 0 (at will)—detect magic, open/close (DC 15), prestidigitation, touch of fatigue (DC 15)
. . M mythic spell
--------------------
Statistics
--------------------
Str 9, Dex 26, Con 14, Int 20, Wis 10, Cha 12
Base Atk +7; CMB +8; CMD 32
Feats Additional Traits, Arcane Strike, Blind-fight, Craft Wondrous Item, Fencing Grace[UI], Mythic Paragon[M], Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits focused mind, reactionary, seeker, trap finder, world traveler
Skills Acrobatics +14, Appraise +7, Bluff +3, Climb +5, Craft (mapmaking) +13, Diplomacy +17, Disable Device +26, Disguise +3, Escape Artist +10, Fly +18, Heal +2, Intimidate +3, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (engineering) +8, Knowledge (planes) +14, Knowledge (religion) +8, Linguistics +8, Perception +21, Ride +10, Sense Motive +2, Spellcraft +15, Stealth +20, Survival +2 (+4 to avoid becoming lost), Swim +5, Use Magic Device +16
Languages Aboleth, Abyssal, Aklo, Common, Elven, Orc, Undercommon
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: unbreakable, chosen weapon, critical perfection +5, iaijutsu, legendary item[MA], legendary power, legendary surge, mythic bond, mythic spellcasting[MA], paranoid, perfect strike
Combat Gear pearl of power (1st level), potion of cure light wounds, potion of mage armor, sandals of quick reaction[UE], scroll of air bubble (CL 4th), scroll of bless weapon (CL 4th), scroll of lead blades (CL 4th), scroll of mage armor (x4), scroll of magic weapon, scroll of mass (x2) planetary adaptation, scroll of teleport, unfettered shirt[UE], wand of dimension door (5 charges), acid, alchemical grease[APG], alchemist's fire (3), antiplague[APG], antitoxin, bladeguard[APG] (2), deodorizing agent (2), liquid ice[APG] (2); Other Gear silken ceremonial armor[UC], sorrow - pool, amulet of natural armor +1, belt of incredible dexterity +6, bracers of armor +2, cape of free will +3/+4[MA], clear spindle ioun stone, cracked dusty rose prism ioun stone, dusty rose prism ioun stone, eyes of the eagle, handy haversack, headband of vast intelligence +4, ioun torch ioun stone[APG], ring of evasion, ring of protection +2, wayfinder[ISWG], chalk, flint and steel, masterwork cartography tools, masterwork thieves' tools, scroll case, spell component pouch, spellbook, weapon cord[APG], wrist sheath, spring loaded, diamond (5000 gp) (worth 5,000 gp), 159 gp, 9 sp, 9 cp
--------------------
Special Abilities
--------------------
Arcane Pool +3 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (3/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +3 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Rapier) Kensai abilities only function when wielding a weapon of this type.
Critical Perfection +5 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fencing Grace Use Dexterity on rapier damage rolls
Fortification 50% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Paranoid Aid Another DC 15 for attempts to help you.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
--------------------
Mysterious Coin - See in Darkness, Shadow Tell


keren_man wrote:
Thanks for the advice! Pretty curious here, if you need to bring 2 character in my condition, what kind of character will you bring?

I'd talk to the other players if there was any way I could, and get everything balanced out so the party had good diversity. Aside from that, though... well, um, my actual opinion would probably be cheating, because I own and have read through Rappan Athuk. XD My alternative to a Rogue probably would be a Paladin, though, built as a solid tank with a good chance of making saving throws and generally surviving things. (I've never really had the chance to play one the way I've wanted, so it would be a good chance. I mean, hey, what's the point of playing a character unless you think it's fun?)

@Snowlilly: Magi are good, but it's a Core game. XD


Quentin Coldwater wrote:
Either melee or lots of spells. A Magus is pretty good, Paladins, and so on.

Yes, I would love to play Paladin, as it's also a viable option I think. Although because there's already Fighter and Monk in the party, I consider it again.

the Diviner wrote:
Whatever you pick make sure you can do several roles when someone goes down so that you always have someone who can deal with healing/traps, ect.

Thanks for the insight! Bard and Cleric is good for me, although since I already played Cleric last week in PFS session, now I'm considering Bard, though not sure how (spell, feat, race, etc.)

the Diviner wrote:
I'd talk to the other players if there was any way I could, and get everything balanced out so the party had good diversity. My alternative to a Rogue probably would be a Paladin, though, built as a solid tank with a good chance of making saving throws and generally surviving things. (I've never really had the chance to play one the way I've wanted, so it would be a good chance. I mean, hey, what's the point of playing a character unless you think it's fun?)

Totally agree with you sir, and I do believe that playing Paladin is one of my preferred option :)

Also, due to the nature of the session which is inside a convention, not sure if I could coordinate well with other players, hopefully we could assemble a good teamwork before delving into the dungeon ;)


keren_man wrote:

Thanks for the insight! Bard and Cleric is good for me, although since I already played Cleric last week in PFS session, now I'm considering Bard, though not sure how (spell, feat, race, etc.)

I will recommend a Wand of Find Trap and Cure Light Wounds. Use Magic Device can be your friend.

For Bard spells That is up to you but I would recommend a control spell or two. Glitterdust is amazing for many reasons and is core only.

Feats will depend on you. Do you want to be ranged with a bow or use a longspear for some reach.

For Archery:
Point Blank Shot, Precise Shot, and your choice (Arcane strike, Deadly Aim, or Rapid Shot)

For Longspear:
Combat Reflexes and Power attack

If you go for the Longspear I recommend 4 levels of Dragon Disciple after Level 7. Would really cement your combat abilities by giving you +4 Str, Claws and Bite, +2 Natural armor, D12 HD, Feat, and a breath weapon.


Sweet! I would love to try the Longspear Bard, although I feel it is quite MAD? STR for the damage, CHA for spellcasting, CON as well as INT? How you'll distribute the ability scores?


keren_man wrote:
Sweet! I would love to try the Longspear Bard, although I feel it is quite MAD? STR for the damage, CHA for spellcasting, CON as well as INT? How you'll distribute the ability scores?

Human:

Str:13+2=15, Dex: 14, Con: 14, Int: 10, Wis: 10, Cha: 15+1=16
(At 8 Up Str by +1)

Favored Class Bonus:
+3 HP
Rest Extra Spells Known

Skills:
6 + 1 (Human)= 7 Skills a Level
Remember face skills are not as important in this campaign. Look to pick them up through Versatile Performance or do not completely max them.

Feats:
Human: Combat Reflexes
1: Improved Initiative
3: Power Attack
5: Weapon Focus, Great Fortitude or Stand Still (Pick something)

If you get to Dragon Disciple Levels grab either Toughness or Great Fortitude through the bloodline feat. Make yourself Tankier.

With Performance and any other buffs you will do ok hitting and dealing damage. Add in +4 Str from Dragon Disciple you will be a formidable Melee combatant. Should have 20 STR by 11th level without any belt.

Equipment:
Wand of Find Traps
Wand of Cure Light Wounds
+1 Mithral Chain Shirt
+1 Weapon
Cloak of Resistance +1

Liberty's Edge

Louise Bishop wrote:
keren_man wrote:
Sweet! I would love to try the Longspear Bard, although I feel it is quite MAD? STR for the damage, CHA for spellcasting, CON as well as INT? How you'll distribute the ability scores?

Favored Class Bonus:

+3 HP
Rest Extra Spells Known

Alternate FCB's are not from the CRB. So the OP will not be able to make use of that (unfortunately).


the Diviner wrote:
Louise Bishop wrote:
keren_man wrote:
Sweet! I would love to try the Longspear Bard, although I feel it is quite MAD? STR for the damage, CHA for spellcasting, CON as well as INT? How you'll distribute the ability scores?

Favored Class Bonus:

+3 HP
Rest Extra Spells Known

Alternate FCB's are not from the CRB. So the OP will not be able to make use of that (unfortunately).

Then cram them into +HP


Wow, I missed that this is core only. That actually makes the Fighter/Monk combo even more unfortunate.

I stand by my previous comment though. You can make Rogue work, you just have to really pump that Stealth and Perception, as well as other skills that would be helpful for a scout. Then you move slowly and carefully, and pick your battles. There will be complications. You'll probably die a horrible death, sooner rather than later. But, I mean, that goes without saying. It should be good fun while it lasts, though.

Another idea that comes to mind is a Mystic Theruge-style Wizard/Cleric multiclass to cover as many bases as possible. The split spellcasting really does suck, but it's a great way to cover all the possible spells you might need. Make sure you start with level 2 wizard spells. For traps, give the Fighter a 10 ft pole and stay a room behind him at all times! This is probably what I'd do if I was serious.

I'd probably enjoy an all-martial group with 3 of the worst classes ever taking on a lethal megadungeon more, though. ;)


Also! ...Bring at least one backup character. The OP said he was only playing a session at a Convention, so he doesn't need to worry about having a bunch of them, but there's a reason it's called the "Dungeon of Graves". XD Having a backup is important.

(If it's run right, you may feel like your GM is actively trying to kill your character. However, Rappan Athuk is basically a fair place. Extremely murderous, yes, but fundamentally fair.)


Louise Bishop wrote:

Feats:

Human: Combat Reflexes
1: Improved Initiative
3: Power Attack
5: Weapon Focus, Great Fortitude or Stand Still (Pick something)

Thank you so much for the suggestion! I will use this bard build for the session~

GM Rednal wrote:

Also! ...Bring at least one backup character. The OP said he was only playing a session at a Convention, so he doesn't need to worry about having a bunch of them, but there's a reason it's called the "Dungeon of Graves". XD Having a backup is important.

(If it's run right, you may feel like your GM is actively trying to kill your character. However, Rappan Athuk is basically a fair place. Extremely murderous, yes, but fundamentally fair.)

Yep, I think I will bring the Bard and Rogue just for backup in case anything goes wrong (which probably will sooner or later XD)

By the way, the session is just around the corner, and so far our party is consisted with: Fighter, Monk, Ranger, and Bard (my character), and probably 1-2 more player in the convention day.

Wish me luck in venturing one of the deadliest dungeon ;)


I am running this as a PBP elsewhere. 2 characters died before they even got into the dungeon. Your character build isn't as important as playing smart, being defensive, retreating when you need to, HAVING a retreat plan. Things in here are not balanced here. Encounters 3+ over your EPL are COMMON. Treasure can kill you when you least expect it.

Luck isn't a factor. You most likely will die. Have fun.


GM Hands of Fate wrote:

I am running this as a PBP elsewhere. 2 characters died before they even got into the dungeon. Your character build isn't as important as playing smart, being defensive, retreating when you need to, HAVING a retreat plan. Things in here are not balanced here. Encounters 3+ over your EPL are COMMON. Treasure can kill you when you least expect it.

Luck isn't a factor. You most likely will die. Have fun.

One of my fear in this session is not because of my character died, but not able to enjoy the overall experience from Rappan Athuk.

Nevertheless, I really look forward for this adventure, and yes, hopefully we will have fun :)


I think the most important thing to understand is that Rappan Athuk is a dungeon. It's not an Adventure Path taking you through a story, although there is some backstory and your GM may choose to insert additional plot. Approach it as a session where you're there to conquer a dungeon as best you can, without worrying about too much else, and I think you'll have a better time. ^^


Thanks! Will do~

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