All's Well that Ends in a Well

Game Master Choon


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I'm thinking about cleric/sorcerer. Those who have build gestalt characters before is this a good idea? Would the cleric or the sorcerer be the main?


Bows can be very effective. You won't typically have to worry about range penalties, but as long as your party works together to keep the baddies away from the squishies you should be fine. Cover will be prevalent so having some way to mitigate that will be important.

CariMac wrote:


I don't even know how to start to make this work in Hero Lab. I think I'm going to have to build it by hand. Which opens me up for getting things really wrong.

I will probably be taking more time than usual in deciding the party and auditing the finalists. Having a few errors, even large ones, in your block will not be a barrier for entry. As long as I know what your capabilities are in general you should be good. If I notice errors I'll let you know and we can iron them out before gameplay starts.

If I notice something build-changing I'll try to let people know before recruitment ends. Just be clear where your numbers come from and you should be good to go.


You mentioned that psionics were allowed. Well, there happens to be a psionic option for the Cleric- the psionics domain. Since psionics aren't a thing in default Golarion, no deity has the domain. Would you be willing to let me swap out a domain one deity grants for the psionics domain, with in reason of course.

I haven't decided the character I want to play yet, but I want to know if the option is open. If potentially allowed, I would likely be swapping it out for the knowledge domain on a deity who grants that domain.


Rolls:

4d6 ⇒ (2, 3, 4, 2) = 11
4d6 ⇒ (4, 1, 1, 4) = 10
4d6 ⇒ (5, 6, 5, 4) = 20
4d6 ⇒ (3, 4, 4, 3) = 14
Reroll:
4d6 ⇒ (1, 3, 3, 1) = 8
4d6 ⇒ (6, 2, 4, 2) = 14
4d6 ⇒ (6, 2, 4, 2) = 14
4d6 ⇒ (3, 6, 5, 4) = 18

Taking the 15 point buy


Doot doot dot.

Shadow Lodge

CariMac wrote:
I'm thinking about cleric/sorcerer. Those who have build gestalt characters before is this a good idea? Would the cleric or the sorcerer be the main?

Depends on what you are going for

Note: both of those classes work off different stats, you might want to go oracle instead

Also important to note is that sorcerers can't cast in armor whereas Clerics/oracles can

A blaster caster would make great use of flame/winter mysteries and the orc bloodline. Be sure to check our bloodline mutations if you go this route

Life oracle would provide some basic healing

Bones would be nice for a necromancer

Also on the sorcerer side, consider tattooed sorcerer for a much needed CL boost on your specialty


Regarding the archery thing, I was more interested in shooting arrows at things that I couldn't just walk up to and hit with my long shafted weapon, but it sounds like that'd be uncommon.

Should/can we prepare backup characters?


Gaurwaith wrote:
Should/can we prepare backup characters?

You can, yes, but keep it to one submission per player for the actual recruitment, please.


Michael7123 wrote:

You mentioned that psionics were allowed. Well, there happens to be a psionic option for the Cleric- the psionics domain. Since psionics aren't a thing in default Golarion, no deity has the domain. Would you be willing to let me swap out a domain one deity grants for the psionics domain, with in reason of course.

I haven't decided the character I want to play yet, but I want to know if the option is open. If potentially allowed, I would likely be swapping it out for the knowledge domain on a deity who grants that domain.

I would allow that. You may also swap out one of Irori's, if you wish.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Lord Foul II wrote:
CariMac wrote:
I'm thinking about cleric/sorcerer. Those who have build gestalt characters before is this a good idea? Would the cleric or the sorcerer be the main?

Depends on what you are going for

Note: both of those classes work off different stats, you might want to go oracle instead

Also important to note is that sorcerers can't cast in armor whereas Clerics/oracles can

A blaster caster would make great use of flame/winter mysteries and the orc bloodline. Be sure to check our bloodline mutations if you go this route

Life oracle would provide some basic healing

Bones would be nice for a necromancer

Also on the sorcerer side, consider tattooed sorcerer for a much needed CL boost on your specialty

Thank you for the excellent suggestions. Sorcerer/oracle sounds interesting. I wonder if the Paladins would have a problem with a necromancer in the group. Could be interesting. "Sir Palidan please look behind us for enemies. I have NO idea why there are shambling undead heading toward our enemies. I'm sure they are all just having an argument before I got here."


Hmm... Would you consider a Halo Warrior psychic warrior? It's from Psionics augmented: Psychic Warriors, and while it has Animus, a Path of War mechanic, it doesn't use it for anything remotely PoW-involved. I'll likely make one more blasty than martial, honestly, with the ability to hold his own when the going gets tough.


Unfortunately, I would like to keep things within the set limits. Opened cans are hard to close, and I'd like to avoid deviating into additional material.

That goes for the proposed 3pp classes mentioned earlier. Sorry.


No problem. I wasn't sure how much of Dreamscarred Press' psionics was actually allowed. Should I ignore the entirety of the Augmented line, then?


I don't own that line and I haven't read them yet, so ya. Consider those off limits.


Ah well. That's a shame, but I'll live. Perhaps a Blaster/control manifester of some other sort... A psion or wilder, most likely. I don't like Martial Kineticist very much, even though it vaguely fits the same niche I was going for with halo warrior.

Edit: I highly recommend them, specifically the Psychic Warrior, Psicrystal, and Soulknife releases. They're incredibly cool, in my opinion.


Hey GM, do you care if I reflavor parade armor as a gambeson? I want to use the stats for studded leather, but I think I'd rather remove my left pinky toe than actually say I'm using studded leather. I guess I could just use regular parade armor, but I've been thinking a bit about my character's story and I'm not sure I like that so much. It's for an animal companion.

If you've got any questions about actual historical armor, I'd be happy to answer them.


And another question.

I'm planning on taking a Small Cat as an animal companion, which has the trip ability on its bite attack. If I take weapon finesse, do I get the bonus for the trip attack as well?

FAQ wrote:

Weapon Finesse: If I have this feat, can I apply my Dex bonus to my combat maneuver checks instead of my Strength bonus?

It depends on what combat maneuver you're attempting. Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver, and therefore the weapon’s bonuses apply to the roll. Therefore, if you're attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).

The Agile Maneuvers feat applies to all combat maneuvers, not just disarm, sunder, and trip, so it is still a useful option for a Dex-based creature that uses combat maneuvers.

The only real question is if the trip attack is actually using the bite or not. It seems obvious to me, but technically what is happening is that the cat gets a free trip attack when it lands a bite, and the weapon it uses for that trip attack isn't explicitly specified.


Whoh, 2 and a half pages in less than two days ... looks like your house is on fire Choon!

Considering the 1,5 Gestalt thing, there are two character ideas I have lying around waiting for a nice game (I sadly never got to play ether one).
I will just present them here, maybe you have a favorite? Or the one (requiring some GM Fiat and ruling because poorly written paizo-Archetype) is off-limits.

There is Simon Blue-Eye. He is a Catfolk Hunter ... trodding along him is Emily (a black panther) as his animal companion (also he may or may not have a pet-cat for added cat-overflow reasons). I will add a (unchained?) rogue in for sneak attacks - which work incredible well with the flanking abilities of the hunter&animal teamworking.

Then there is this ancient-old, dwarven oddball called 'Old Snowbeard' - this is because he has a ground-long braided white beard, and forgot his real name due to prolonged eremite existence. The concept for him is BEARD-FIGHTER-WRANGLER using the White-Haired Witch Archetype - also delivering Frost Magic Touch attacks for additional unpleasantness of a grappled enemy. Now the problem is the mechanix for this concept, since the White-Haired Witch Archetype - is probably one of the worst Archetypes ever published by Paizo. I have written a prelude for the concept to discuss with potential GM's. If you consider this concept as awesome (as I do xD) maybe read the prelude and tell me what you think about it and how you want to rule it.
In this game I would go plain Hexcrafter-Magus (main) and White-Haired-Witch (second).

So long - awesome recruitment, can't wait to hear from you Choon!


All right, one last question before I go to bed, this one is actually for anyone who's inclined to answer it.

Is there a battle in Recent Golarion history where the good guys lost? Where there was a side that was clearly in the right, another side that was evil as anything, and after several days of duking it out the goodies got absolutely slaughtered?


I was going to go for an oracle of life 4/Paladin 2 but I have a similar character in a recruitment right now. So I'm going to wait until that recruitment ends before deciding.

If he gets accepted I will come up with something different.

GM Choon: What would happen if you had two classes with sneak attack, like Rogue/Slayer ?


Gaurwaith wrote:

All right, one last question before I go to bed, this one is actually for anyone who's inclined to answer it.

Is there a battle in Recent Golarion history where the good guys lost? Where there was a side that was clearly in the right, another side that was evil as anything, and after several days of duking it out the goodies got absolutely slaughtered?

@ Gaurwaith:

How recent?

The rise of House Thrune in Cheliax springs to mind.

Also the Worldwound has overwhelmed a number of human settlements.

The fall of some Ulfen lands to Irrisen.

There aren't too many countries that are actively evil on a national level.


now that I have the time:

4d6 ⇒ (6, 2, 6, 2) = 16
4d6 ⇒ (5, 6, 5, 1) = 17
4d6 ⇒ (2, 2, 4, 2) = 10
4d6 ⇒ (1, 3, 5, 2) = 11

almost

4d6 ⇒ (4, 5, 2, 2) = 13
4d6 ⇒ (1, 4, 3, 4) = 12
4d6 ⇒ (4, 6, 1, 5) = 16
4d6 ⇒ (5, 5, 6, 2) = 18

Hell yeah! 11, 11, 15, 16.

I'm thinking either a Sorcebuckler or an Investigizard. Let me wriggle those out and see. Alternatively, if I look back through and see an overabundance of castys, I may make a double martial class like a punchbuckler or a rangurai, Maybe a Slonker or a slayslinger.

Stars and Stones the word salading is as fun as the concept.


Joseph wrote:
I highly recommend them, specifically the Psychic Warrior, Psicrystal, and Soulknife releases. They're incredibly cool, in my opinion.

I will, thanks!

peet wrote:
What would happen if you had two classes with sneak attack, like Rogue/Slayer ?

They advance at the faster of the two rates. They don't stack across the gestalt, unfortunately.

GoW wrote:
Whoh, 2 and a half pages in less than two days ... looks like your house is on fire Choon!

You're telling me. 2.5 pages and only 2 characters submitted, and only one of those finished! I'm in trouble, I think...

Quote:
Build stuff...

I have already denied a faq request from one submission so it would be unfair to undo the White-Haired witch, no matter how horribly it's written (and I agree that it's awful). Sorry. I'm trying to keep things as fair as possible.


Understandable.
Then I'll just spill a-lot-of-cat's all over this recruitment and refurbish Simon for the setting (he was originally created for a Hell's rebels game)
;-)

4d6 ⇒ (3, 2, 5, 3) = 13
4d6 ⇒ (6, 1, 1, 1) = 9
4d6 ⇒ (1, 3, 4, 1) = 9
4d6 ⇒ (3, 6, 3, 3) = 15

Haha, nope. Try this again ^^

4d6 ⇒ (4, 2, 5, 5) = 16 = 14
4d6 ⇒ (1, 4, 6, 5) = 16 = 15
4d6 ⇒ (3, 2, 6, 2) = 13 = 11
4d6 ⇒ (4, 4, 6, 1) = 15 = 14

Heck, now we're talking!
That's ... do-able xD

Must look at the build again (long time since I created him), but with those rolls, rules and Choon-GM ... how could I defy such a calling! :-)

@Nametinkering: Simon will then be a Roger? (Rogue-Hunter)
Or simple Hugue? (lol)
Mostl likely he will have lots of Hunger !!! xD


I'm working on a Marksman/Slayer or Marksman/Rogue. I want to follow up with the question on sneak attack. Lets say I go Marksman 8/Slayer 3/Rogue 1. Would my sneak attack be 1d6 or 2d6 at that point?

I'm also considering a Marksman/Eldritch Archer which would make the entire question moot, but that is a little MAD needing Dex, Int, Wis, and some Str. I should have a build up (minus purchases) soon


Choon wrote:

I'm going to have to say no to the Gillman. I'd prefer to stay within the constraints I set up above. Sorry.

Edit: I recognize that it's not a strong race, but I've had a hard time closing that can of worms in the past.

Wait! I could do an Undine! That would give me the aquatic stuff.

Okay....

So now I am thinking Undine Warpriest 4/Rogue 2. With some archetypes.

HD are d8 for both classes, sadly.

OK, this is coming together now.

Scarab Sages

Slayde77 wrote:
I'm working on a Marksman/Slayer or Marksman/Rogue. I want to follow up with the question on sneak attack. Lets say I go Marksman 8/Slayer 3/Rogue 1. Would my sneak attack be 1d6 or 2d6 at that point?

Depends on how you gestalt. I can see it in your levels that the slayer and rogue are on the same side so you would have 2d6. However, if you were to have a Marksman 7/Roge 1// Slayer 4 you would only get 1d6 as the sneak attack was split across the sides of the gestalt.

Sovereign Court

I am working on a Standard Drow and I was going threw their racial traits and came across something I had to question.

Defensive Racial Traits wrote:
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.

Would this be 6 plus 4 levels or 6 plus 4 primary levels plus 2 gestalt levels?


I'm submitting a Human Hydrokineticist 4/Unchained Monk 2. The crunch is done, I just need to come up with a name and give him a backstory.

Kind of tempted to just call him "Steve" or something like that.

Shadow Lodge

crunch:

Str 8
Dex 16
Con 15
Int 16
Wis 20
Cha 12

Bab 4

To hit mindblade
+11

AC 10+6 (chainmail)+3(dex) +1 (natural armor (warrior personality psycrystal))(+4 when using shield)

HP 36

Fort +6
Reflex +7
Will +9

DR 2/-

Skill ranks 4+int (3) per level
Autohypnosis 4
Perception 4
Intimidate 4
Psicraft 4
Stealth 4
Sense motive 4
Know (dungeoneering) 1
know (arcana) 2
Know (psionics) 1

Background skills
Know (engineering) 4
Craft (alchemy) 4

Power points

27 points (includes feats, gifted blade, aegis and racial FCB)

Powers known
0th level detect psionics
1st level shield

Blade talents
Focused offense (wisdom to hit/damage)
Combat Slide
Upon successfully striking an enemy in melee, the soulknife may immediately make a 5-foot step (even if she’s already moved in the round, but not if she’s taken a 5-foot step). In addition, when someone misses the soulknife with a melee attack, she may spend an immediate actionto take a 5-foot step.

Astral suit customizations

Free for astral skin
Nimble (dex+2)
Speed +10ft movement rate
Evasion

1 point psycrystal
1 point stalwart (like evasion but for fort/will)
1 point Ranged Attack
The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft.
1 point Underwater Breath
The aegis can safely breathe underwater as long as he is wearing his astral suit.

Feats (including bonus feats)

Weapon focus
Power attack
Psionic tallent (x2)
Psionic weapon
Curmudgeon smash

Scarab Sages

Sylvanus, TFK wrote:
I am working on a Standard Drow and I was going threw their racial traits and came across something I had to question.
Defensive Racial Traits wrote:
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Would this be 6 plus 4 levels or 6 plus 4 primary levels plus 2 gestalt levels?

6+4 primary levels.

Sovereign Court

That's what I thought, but it never hurts to try.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I'm working up a Oracle/Sorcerer. Should have the backstory and most of the crunch done by the end of the weekend.


Sylvanus, TFK wrote:
That's what I thought, but it never hurts to try.

No Shame, man. No shame.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Before I forget again. I have a PDF of the Rapan Athuk players guide. Would anyone be interested in a read only link to it? GM Choon is that ok to link it?

Scarab Sages

Ya, I don't mind having a player's guide available to guide youall in your builds. Thanks!


CariMac wrote:
Before I forget again. I have a PDF of the Rapan Athuk players guide. Would anyone be interested in a read only link to it? GM Choon is that ok to link it?

Yeah, that would be appreciated. I didn't know such a thing existed.


Here's the submission for markofbane. Tihn is a ratfolk wizard (diviner, foresight) 4 // Investigator (empiricist) 2. His crunch and background are in his profile, and I've copied his background below here too. Thanks for considering me!

Tihn's background:
For once, everything seemed to be going as planned, and that has put Tihn in the greatest peril he has ever been. As he gazed down upon the ominous and legendary Rappan Athuk, the small ratfolk reflected on the lonely and perilous path that led him here. It was a journey that started far to the east, in a large ratfolk warren.

Tihn was not well liked in the warrens where he was born and raised. There was something about him that was off-putting, especially to the animals within the community. His eccentricities did not help. He preferred to be along, a difficult thing to do in a warren, so he learned to bypass the locks and traps the community employed so that he could go outside and sit alone on the nearby cliffs. He worshipped Nethys, a god most saw as dangerously unpredictable. Most of those who did interact with him teased him, and most chose to ignore him. However, there was a core group of family and teachers who adored him, loved him and supported him. He was happy.

One autumn night, the warren came under attack. Undead flooded into the warren. The guards were completely surprised because the attack didn’t come from outside; the undead burst through the walls deep in the warren. Many of the warren’s most vulnerable were slain before the militia could reach the breaches. Tihn’s favorite teacher was one of them. When the call came for champions to track the undead back to their source, young Tihn was one of the first to volunteer.

The war party cleaned out the passages that went back deeper and deeper into the earth. It was a brutal effort, and Tihn learned a great deal in the process. Even though he wasn’t practiced at swarming like the others, he earned their grudging respect when well-placed spells shifted the battles in their favor. The final battle was with sinister priests and warriors. Many ratfolk were lost, but they slayed the intruders to a man. In the aftermath, Tihn found a document on one of the priests. It was a map between their warren and the legendary Rappan Athuk on an island in the Shackles. Tihn put the pieces together. Orcus. This was a cult of Orcus. And they would continue coming. Something about their warren had drawn the cultists attention. He showed the map to the elders, but they disagreed with his assessment. “That just proves they came from a long way away, so far away that more are unlikely to follow.”

Tihn became obsessed with making a pre-emptive strike on the cult. With the confidence earned in destroying the cultists and their undead minions, Tihn was sure he was the best person to do so. Based on all he could learn, he had planned all that he could with the resources he had. He didn’t tell anyone what he had planned, just that he planned to study abroad. He left his clan behind, and began his long journey.


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Rappan Athuk Player's Guide Here you go. The link should work.

Shadow Lodge

Poo. Dropbox
Can't use that on my phone
Gonna have to wait a couple hours for me to access


Thanks for that CariMac. That's certainly an interesting take on a player's guide. I like it. Youall would do well to listen to those who have gone before. :)


Thanks, CariMac!


Peet wrote:
How recent?

About 250 years. Maybe a little more, but that's the maximum range. More recent is better.

GM Choon any answer to my question about a reflavored parade armor for animal companions, or for weapon finesse and its applicability to the trip off a bite attack?

Relevant FAQ:

FAQ wrote:

FAQ wrote:

Weapon Finesse: If I have this feat, can I apply my Dex bonus to my combat maneuver checks instead of my Strength bonus?

It depends on what combat maneuver you're attempting. Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver, and therefore the weapon’s bonuses apply to the roll. Therefore, if you're attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).

The Agile Maneuvers feat applies to all combat maneuvers, not just disarm, sunder, and trip, so it is still a useful option for a Dex-based creature that uses combat maneuvers.

And thank you, CariMac.


I don't mind re-flavoring. Just be sure to note what item you are derriving the stats from.

I have always understand special attacks like trip or grab to employ the same weapon they trigger from. In your case, the cat would use any modifiers applied to its bite.


Sweet, thanks.


Alright, I think I'm going to build a Psion 4// mesmerist 2. Not sure If I want to make her an Elan or a Human (both work for the theme I'm going for).

I do have a couple of questions though.

1. Is multiclassing on either gestalt side allowed?

2. What are your thoughts on magic/psionic transparency?

Scarab Sages

1. You may have up to two classes on either side of the Gestalt. PrC requirements can come from either side of the Gestalt.

2. Magic and Psionics will be completely transparent. Saves me work.


CariMac wrote:
Rappan Athuk Player's Guide Here you go. The link should work.

That's certianly fascinating. I'll go about reading it tonight.


Here is Ma'an, Undine hydrokineticist 4/unchained monk 2. I was writing the backstory and realized that it worked better if Ma'an was an Undine with the Mostly Human alternate racial trait, not an actual human.

Then I read the Player's Guide and rethought half my equipment selections.

Anyway, here he is, ready to brave the depths of Rappan Athuk and catalogue the great history of such a place.

Crunch:

Ma’an
Male undine gestalt hydrokineticist 4/unchained monk 2
LG Medium humanoid (human)/outsider (native)
Init +5; Perception +10
Favored Class: Kineticist
FCB: 4 Skill Points
----------------------------------------------------------------------
DEFENSE
AC 24, touch 19, flat-footed 15 (+5 armor+5 Dex+3 Wis+1 dodge); -2 vs improvised weapons
HP 45 (2d8+2d10+16 Con+4 Toughness)
NL 4
Fort +7, Ref +7, Will +4; +2 vs charm and compulsion effects,
Special Defenses deflect arrows, evasion
Elemental Defense Shroud of Water
---------------------------------------------------------------------
OFFENSE
Speed 30 ft; swim 30 ft
Melee kinetic blade +8 (2d6+2+4, x2)
Melee unarmed strike +8 (1d6, x2)
Melee flurry of blows +8/+8 (1d6, x2)
Melee dagger +8 (1d4, 19-20/x2)
Ranged kinetic blast +8 (2d6+2+4, x2, 30 ft/120 ft)
Ranged light crossbow +8 (1d8, 19-20/x2, 80 ft)
Ranged dagger +8 (1d4, 19-20/x2, 10 ft)
Special attacks elemental overflow +1, flurry of blows, stunning fist (3/day, DC 14)
Infusions extended range, kinetic blade
Utility wild talents basic hydrokinesis, kinetic cover, slick (DC 16)
Simple blasts water blast
Spell-Like Abilities (CL 4th)
1/day – hydraulic push
---------------------------------------------------------------
STATISTICS
Str 10, Dex 20, Con 18, Int 12, Wis 16, Cha 8
Base Atk +3; CMB +5; CMD 19
Traits Focused Disciple, Scholar of Ruins; Drawback Naive
Feats AP (light), Deflect Arrows, Dodge, Improved Unarmed Strike, Stunning Fist, Toughness, Weapon Finesse, WP (simple, handaxe, kama, nunchaku, sai, short sword, shuriken, siangham, monk weapons)
Skills (ACP -0) Acrobatics +12, Climb +6, Knowledge (geography)* +9, Knowledge (history)* +8, Knowledge (nature) +7, Knowledge (religion) +7, Perception +10, Stealth +12, Swim +4, Use Magic Device +6
Languages Common, Aquan
SQ Burn (7), elemental focus (water), gather power, hydrated vitality, mostly human
Combat Gear potion of barkskin (+2), potion of cure moderate wounds, 2 potions of shield of faith (+2), 2 potions of cure light wounds, 2 potions of hide from undead, 2 potions of darkvision, 3 flasks alchemist’s fire, 3 flasks acid, 2 antitoxins, Other gear cloak of resistance +1, handy haversack, traveler’s any-tool, ioun torch, monk’s kit (masterwork backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (21 days), and a waterskin), climber’s kit, 2 bandoliers, common grappling hook, flint and steel, 100 ft. silk rope, 10 pieces chalk, everburning torch, 3 sunrods, journal, 5 inkpens, 2 vials of ink, mapmaker’s kit, 272 gp, 4 sp

Backstory:

Ma’an was born to a mother and father, as most children are. However, he never knew them. The family was on a boat sailing down the River Sphinx. Unbeknownst to them, the captain of the boat had reneged on a deal with a marid. Feeling spiteful, the marid came and destroyed the boat, taking revenge for the captain’s offense. All aboard died, except, somehow, Ma’an. Instead of perishing, he washed up onto the shore on a piece of debris, where he was found by a monk from a monastery dedicated to Wadjet. The monks took him to the monastery, where they named him Ma’an and raised him as one of them.

The monks would prey to the River Sphinx and Wadjet each day, and many of them spoke of a connection to the river through their faith. Ma’an felt this connection as well, but not just to the river. He felt it with all water. So it was that on the boy’s 10th birthday, he began to control the water, to move it about with naught but the power of his mind. Believing him to be blessed by Wadjet, the monks encouraged learning to control water, while also teaching him both to center himself and maintain his concentration, as well as something of history.

Osirion is a land full of ancient monuments, and the monastery had some records of them, but they were woefully incomplete. Occasionally, the monks would venture forth to create records of newly discovered or recently cleared landmarks and return them to the monastery, expanding their knowledge. Once he was deemed ready, Ma’an also journeyed forth to record the history of Osirion’s monuments.

Though the monks deemed Ma’an ready to journey and document Osiriani history, the real world had other ideas. Due to the monks kindness, generosity, and sense of fairness, Ma’an had little experience with those who sought to deceive or use underhanded tricks to get what they want. Often he would follow someone with a tip on a recently cleared out monument that he could find, only for that person to lead him into an ambush where thugs would attack him to take whatever coin or other wealth he had on him. Despite the setbacks, though, he was able to explore forgotten tombs – often with the aid of others, most of whom were looking more for the wealth contained within than particularly caring of the history. In his explorations, he escaped traps both mundane and magical, fought animated statues and reanimated corpses, as well as rivals who sought to kill them and take the history they had found, vicious gnolls who sought to kill or enslave them. He defeated them all, and after each expedition, he would return to the monastery to share his findings and have them recorded into the library.

It was on one such expedition he heard tell of a great dungeon on a far-off island in the Shackles – Rappan Athuk. Intrigued, when he returned from that expedition, he spoke to the other monks about it. They had never heard of it, and had no record of such a place, but given its location, they did not see it as a priority. After all, there were still plenty of monuments in Osirion to be chronicled, and one in the pirate-infested Shackles was hardly one to be concerned about. Nevertheless, Ma’an was intrigued. He thought about such a great dungeon, and what it must hold – the history such a place must have. In the end, though the monks counseled against it, Ma’an decided he had to explore the dungeon. Offering prayters to Wadjet for his safety, the monks bid him farewell, and he traveled – first up the river to Sothis, then aboard a boat heading to the west – towards Rappan Athuk. He knows nothing of the place, but he knows his chronicle will live on in the temple’s archive.


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Actual area description in Rappan Athuk wrote:
If they don’t figure it out, that’s what dice and blank character sheets are for.

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