Mottied's Rappan Athuk

Game Master Mottied

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

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

Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum. For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”

Words of warning. This campaign is difficult. Death can happen and it probably will happen. I am looking for 6 adventurers who are brave enough to take this monstrosity on.

Builds:

20 point buy.

No score below 9 before racial adjustments.

1 trait from the APG.

There is no alignment restriction but all of you must work together.

You being at 2nd level.

Max hp for the first two levels then half your hit dice rounded up.

The characters selected will be given a little extra gear once the game starts.

Magical items/consumables are either hard to acquire or expensive in the starting area.

Combat and classes:

Running away can be a strong tactic.

I'm not a fan of game breaking builds.

exotic/eastern equipment will be hard to come by.

I accept 3rd party classes in a case by case basis.

Psionic and occult classes are prohibited.

A small bio and description is appreciated

1 post a day minimum

This is a combat heavy campaign so intra-party roleplay is encouraged.

I will host recruitment's for around a week.


1 person marked this as a favorite.

"Death will happen and it probably will happen." Is the understatement of the century for this enormous, deadly, poison-laced, deadly, anger-inducing, deadly, deadly, deadly, brutal, deadly, oddly satisfying, deadly sonofab!+!~ of a dungeon.

I've not done any play-by-posting whatsoever. A fact I hope to fix rather soon. I have, however, thrown a group in roll20 through this dungeon. By the time they got finished we had gone through 13 character sheets, and we didn't pull out true cheese until after the initial party was entirely gone.

Long story short, when you make a character for this dungeon, yes, you will have fun. I cannot stress that. I can, however, stress the stress that is Rappan Athuk. It is hailed as the legitimately most fair, unfair dungeon to ever be ported to Pathfinder under the premise that "Misery loves company." and boy is there plenty.

This is going to be great, and I am going to watch it like a hawk. Best of luck to whoever runs it. God speed. (Make like 4 characters.)


I'm really glad you chose to run RA in the end.
I've been dying to play it since I heard about it long years ago. Must be something about inevitable demise and completely unforgiving dungeon.

I'll be submitting something during the day!


Only one of my characters has ever died, and that was a grossly unfair rules fiasco (defensive stance prepared for combat, watching all combatants yet still flat footed for some insane reason).

Oh, and without ever doing optimization, even have been yelled at for being too weak (up till I was one of two out of seven who were left standing. They stopped yelling about my weakness then).

So, let us see if this dungeon changes that.


Dotting. Will get something up later.


Here comes my submission. As we all know Rappan Athuk is fricking deadly, this first one is simple but cute.

Letter to Krunk:

Hello cousin,
First: Don't kill the human, YA GIT! He be helping you read me letter.
I am happy here, Krunk. Now humies are nice with me because I killed a "wizzehr" that bullied them. They even asked me to go with them to Rathuk or something, we now friends and they don't try to krump me. I think they will show me humies greatness soon!
Tell father I will come back soon with humies greatness and then the Kruggas will be in peace and happy forever.

P.s: Ya git, no touching my girl or I will krump you when I go back!
P.p.s: I send you drawing of Ragbrok that little humie did.

Love you,
Ragbrok

Ragbrok's Drawing:

Ragbrok the Smart of the Kruggas
Male, Orc Barbarian (Invulnerable Rager) 2
Chaotic Good, Medium Humanoid(Orc)
Init +3; Senses Perception +5, Darkvision

Defense
AC 15; Touch 11; Flat Footed 14(+4 armor, + Dex1)
(-2 AC when raging)
Hit Points: 30 (2d12+6)
(34 when raging)
Saving Throws:
Fort +6; Ref +1; Will +0 (+2 when raging)
(+2 vs spells, spell-like and su abilities)

Offense
Speed: 40 ft.
Melee
.Mwk. Falchion +7 (2d4+6 / 18-20)
.Power Attack Mwk Falchion +6 (2d4+9 / 18-20)
·Scythe +6 (2d4+6 / x4)
·Power Attack Scythe +5 (2d4+9 / x4)

Ranged
.Throwing Axe +3 (1d6+4 / x2)

Special Attacks: Rage(11 rds/day, +4 STr and Con, +2 Will, -2 AC), Power Attack(-1 to hit, +2/+3 damage)

Statistics
Str 18 Dex 12 Con 16 Int 10 Wis 10 Cha 7
Base Attack: +2; CMB: +6; CMD: +17
Feats: Power Attack(1st)
Rage Powers Superstition
Trait: Reactionary

Skills: Perception +5 , Climb +9(+8), Survival +5, Acrobatics +6(+5)
Languages: Common, Orc
SQ: Damage Reduction(1/-), Fast Movement, Scent
Gear: Cold Iron Mwk. Falchion, Mwk. Chain Shirt, Throwing Axe(5), Scythe, Masterwork Backpack, Gear Maintenance Kit, Explorer Outfit, Iron Vial (2), Potion of Cure Light Wounds (5), 11gp 8 sp


Dot.


Here's my submission, Yellow Cera the Brave, First to Flee, Defender of Self, Dwarven Paladin of Torag.

Background:

Don't take them stories too seriously, now. I mean, sure, there was that one time with the giant spiders when I withdrew a little early (I hate spiders). Then there was the incident with the kobold infestation. I just didn't hear the alarm sounding. I'm a deep sleeper's, all. But really, I'm here for battle! Then, after the battle, I'm ready for a warm bath and a nice book.

Has anyone seen my shield?

Statblock:

Yellow Cera
Male dwarf paladin 2
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield)
hp 24 (2d10+4)
Fort +6, Ref +4, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk dwarven waraxe +6 (1d10+3/×3)
Special Attacks hatred, smite evil 1/day (+2 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 10, Wis 10, Cha 14
Base Atk +2; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Shield Focus
Traits deft dodger
Skills Acrobatics -5 (-9 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb -3, Heal +4, Perception +0 (+2 to notice unusual stonework), Swim -3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ lay on hands 3/day (1d6)
Other Gear mwk lamellar (iron) armor[UC], mwk heavy steel shield, mwk dwarven waraxe, 150 gp
--------------------
Tracked Resources
--------------------
Lay on Hands (1d6 hit points, 3/day) (Su) - 0/3
Smite Evil (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Shield Focus +1 Shield AC
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


Here are my thoughts on a different take on the Monk. Wanted to make a guy who specialized on using the spear and surviving... not so much the stereotypical Eastern Monk. He's a Shoanti specializing in using the Spear and Javelin, and Monk seemed the best fit for creating the concept.

I'll update this profile if selected.

Red Feather

Spoiler:

Red Feather
Male human (Shoanti) monk (weapon adept) 2 (Pathfinder RPG Advanced Player's Guide 114)
LN Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 23 (2d8+7)
Fort +8, Ref +6, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee handaxe +2 (1d6+1/×3) or
. . spear +3 (1d8+1/×3) or
. . unarmed strike +2 (1d6+1) or
. . unarmed strike flurry of blows +1/+1 (1d6+1)
Ranged javelin +4 (1d6+1)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 9, Wis 16, Cha 9
Base Atk +1; CMB +2; CMD 19
Feats Deflect Arrows, Dodge, Great Fortitude, Improved Unarmed Strike, Perfect Strike[APG], Toughness, Weapon Focus (spear)
Traits resilient
Skills Acrobatics +8, Climb +6, Escape Artist +7, Knowledge (history) +3, Perception +7, Stealth +8, Survival +4
Languages Common, Shoanti
Other Gear handaxe, javelin (6), spear, 136 gp
--------------------
Special Abilities
--------------------
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Flurry of Blows +0/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 2/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.

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Celea is a cleric of pelor. She's opposed to Orcus in every aspect of herself and her beliefs, and has come to Rappan Athuk to clear out the darkness and bring sunlight to the deeps.
She puts a tad more emphasis on the 'destroy the undead abominations' aspect of her faith than the party where it says you have to serve humanity, and so is more neutral than good.

Celea Whitehall:

Female Aasimar Cleric of Pelor 2
N Medium outsider (native)
Init +1; Senses Perception +10
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+1 Dex, +2 Heavy Shield, +1 Breastplate)
hp 24 (2d8+8)
Fort +6, Ref +1, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 16, Int 9, Wis 18, Cha 9
Base Atk +1; CMB +2; CMD 19
Feats Extra Traits
Traits Seeker, Magical Lineage(Holy Word), Wayang Spellhunter(Spear of Purity)
Skills Knowledge(The Planes) +1, Perception +10
Languages Common, Celestial
Other Gear Masterwork Breastplate, Masterwork Heavy Wooden Shield, Dagger, Heavy Mace, Wand of Cure Light Wounds(20 charges), Scroll of Hide from Undead(CL 4), Scroll of Magic Weapon, Scroll of Comprehend Languages, Scroll of Swallow Your Fear, 6gp.
Armor Check Penalty -4
--------------------
Special Abilities
--------------------
Channel Energy 6/d, 1d6, DC 16 for half, Ignores turn resistance & deals +2 damage.
Spontaneous Casting
Sun Domain
Sun's Blessing
Touch of Glory
Celestial Resistance
Darkvision
Heavenborn

Spells:
Caster level 2
Orizons 4 prepared, DC 14
0 - Create Water
0 - Detect Magic
0 - Light
0 - Stabilize
1st level spells 3+1d prepared, DC 15
1d - Shield of Faith
1 - Cause Fear
1 - Murderous Command
1 - Obscuring Mist


I'm not 100% sure that I want to go with Celea, now that I think about it.

I have some questions about stuff you allow:

Would you allow the Physical Examplar archetype package from SGG? Specifically, I want to use it with Cavalier, replacing the features gathered under Knight in the sidebar.

Also, do you allow pre-game crafting? And will crafting feats be allowed during the game? I we survive our initial run, I could totally see us retiring to the surface to craft items for a few months before returning to the delve.

Edit: I'll also need to change some of Celeas stuff, I'd based her initial build off of the metamagic traits, and looking closer at the OP, I see those won't be available. I'll think of something else. Maybe toughness, or some more turning-related stuff.


TwelvePointFivePercent wrote:

I'm not 100% sure that I want to go with Celea, now that I think about it.

I have some questions about stuff you allow:

Would you allow the Physical Examplar archetype package from SGG? Specifically, I want to use it with Cavalier, replacing the features gathered under Knight in the sidebar.

Also, do you allow pre-game crafting? And will crafting feats be allowed during the game? I we survive our initial run, I could totally see us retiring to the surface to craft items for a few months before returning to the delve.

Edit: I'll also need to change some of Celeas stuff, I'd based her initial build off of the metamagic traits, and looking closer at the OP, I see those won't be available. I'll think of something else. Maybe toughness, or some more turning-related stuff.

So you reduce your challenge ability by one use a day and you gain all the other stat increases? Sounds like a huge gain for not much to give up. Let me think about it.


Alshoodone wrote:

"Death will happen and it probably will happen." Is the understatement of the century for this enormous, deadly, poison-laced, deadly, anger-inducing, deadly, deadly, deadly, brutal, deadly, oddly satisfying, deadly sonofab*@@& of a dungeon.

I've not done any play-by-posting whatsoever. A fact I hope to fix rather soon. I have, however, thrown a group in roll20 through this dungeon. By the time they got finished we had gone through 13 character sheets, and we didn't pull out true cheese until after the initial party was entirely gone.

Long story short, when you make a character for this dungeon, yes, you will have fun. I cannot stress that. I can, however, stress the stress that is Rappan Athuk. It is hailed as the legitimately most fair, unfair dungeon to ever be ported to Pathfinder under the premise that "Misery loves company." and boy is there plenty.

This is going to be great, and I am going to watch it like a hawk. Best of luck to whoever runs it. God speed. (Make like 4 characters.)

I actually ran this in person with six of my friends before I moved. They were doing fine for around half a session then somebody underestimated a group of goblins. didn't end well.


Mottied wrote:
So you reduce your challenge ability by one use a day and you gain all the other stat increases? Sounds like a huge gain for not much to give up. Let me think about it.

Whoops, meant the one that loses mount, actually. -.-'

I like the cavalier, but I don't want to have a mount in a dungeon.

What about crafting? I feel like this game will really need a wizard, but low-level wizards have low stamina, which seems like a bad thing in a dungeon like this.


Storyteller Shadow Submission. First time I have built a straight fighter for a Pathfinder game.

Will have description and backstory done within the next few days.


Quote:

Whoops, meant the one that loses mount, actually. -.-'

I like the cavalier, but I don't want to have a mount in a dungeon.

What about crafting? I feel like this game will really need a wizard, but low-level wizards have low stamina, which seems like a bad thing in a dungeon like this.

I think replacing your mount and mount abilities for the template is fine.

Mounts in some areas can be a pain but farther along the dungeon there will be more room.

You can't craft before the game starts but once the game begins you are allowed to.


Would a Golarion character be easily portable to this campaign?

I'm interested in submitting something but don't know anything about the campaign world it is written for. I take it this is a 3.5 world?

I have a Pharasma-worshipping halfling rogue and a half-orc inquisitor/slayer (can be written up as either class) of Gorum that are basically ready.


Synthesist Summoners: kosher or verboten?


BTW, how much starting gold?

Sczarni

I'd love to take stab at this with an investigator-type character (for traps). However, I'm also running this for a home group, and am wondering if it would kill the fun if I knew a lot about it already. They are now about 4 sessions in and doing great.. I would just really like to try my own hand at it. Whaddya say?

Dark Archive

Working on a brawler with the shield champion archetype, but I have a few doubts:

1) In which setting will you run it? (mentioned gods are from forgotten realms, but not sure...)
2) Will we start with normal gold for a level 2 PC (1000gp)?
3) Have you considered Background Skills from Unchained? (IMHO it is great, since let us add some fluff to our PCs)
4) Are you adamant about the no score below 9? Normally GMs limit this to no score below 8... asking this because dropping a score to 9 is almost useless, since it only grants a single point and nets the same penalty as an 8. I usually drop only one stat to 8, most for fluff, since every PC should have some weakness...

Shadow Lodge

I think I'll submit an alchemist. I'm not yet sure on which flavor, though.

Shadow Lodge

...Okay, I'm tempted to make a goblin firebomber. Would this be a problem for people?


Peet wrote:

Would a Golarion character be easily portable to this campaign?

I'm interested in submitting something but don't know anything about the campaign world it is written for. I take it this is a 3.5 world?

This will be in Golarion so you should be fine with your current characters.

Belltrap wrote:
Synthesist Summoners: kosher or verboten?

hmmmmm, sure.

Peet wrote:
BTW, how much starting gold?

1,000 but I will be giving the players a little extra once the game starts usually in the form of potions, salves, and other useful supplies.

Carla the Profane wrote:
I'd love to take stab at this with an investigator-type character (for traps). However, I'm also running this for a home group, and am wondering if it would kill the fun if I knew a lot about it already. They are now about 4 sessions in and doing great.. I would just really like to try my own hand at it. Whaddya say?

As long as you're not metagaming I see no reason not to apply.

Sir Longears wrote:

Working on a brawler with the shield champion archetype, but I have a few doubts:

1) In which setting will you run it? (mentioned gods are from forgotten realms, but not sure...)
2) Will we start with normal gold for a level 2 PC (1000gp)?
3) Have you considered Background Skills from Unchained? (IMHO it is great, since let us add some fluff to our PCs)
4) Are you adamant about the no score below 9? Normally GMs limit this to no score below 8... asking this because dropping a score to 9 is almost useless, since it only grants a single point and nets the same penalty as an 8. I usually drop only one stat to 8, most for fluff, since every PC should have some weakness...

1. I will be setting this in Golarion. More info on where it's at exactly in a few days.

2.Yes 1000gp and I will give you a couple items once the game starts

3.Give me until tomorrow and I will give you an answer.

4.I usually just say 9 before racial adjustments since I have played with a few people who tried to run 8 then reduce it even lower to 6. You can reduce it to 8 if you would like just not too much lower.

InVinoVeritas wrote:
...Okay, I'm tempted to make a goblin firebomber. Would this be a problem for people?

The opening town is tolerant of mostly anybody/anything. You might get treated differently but there won't be any pitchforks or torches looking for you at night. Well not by the townsfolk anyways.


I'm wondering whether I want to be a cleric or a wizard... I think I'm going to go with the wizard. Probably an Evocation specialist.


I still need equipment, but here's the goblin fire bomber!


So far for submissions it looks like we have.
Ragbrok the Smart of the Kruggas Orc Barbarian (Invulnerable Rager)
Yellow Cera dwarf paladin
Red Feather human monk (weapon adept)
Igneous Cobalt Dwarven Fighter
Malazzesh of Boom Alchemist
And a few others are still making characters.


Mottied wrote:

So far for submissions it looks like we have.

Ragbrok the Smart of the Kruggas Orc Barbarian (Invulnerable Rager)
Yellow Cera dwarf paladin
Red Feather human monk (weapon adept)
Igneous Cobalt Dwarven Fighter
Malazzesh of Boom Alchemist
And a few others are still making characters.

My plan was to submit a rogue... (Morthak Bonerattle)

But I'm seeing a distinct lack of casters. No clerics or oracles at all, and an alchemist is the only arcane.

Wondering if I should re-think things and do up a cleric or an oracle.

BTW you haven't said what races are allowed. My Rogue would have been a halfling.

Dark Archive

Ok, this is Erigga Ironheart, my PC to this game.

About the background skills, not sure if you forgot about it. She was made using those rules, just as an example as how this rules help in fluffing the PC. With her 4 points (2 per level), she picked up Craft (armor), Linguistics (for Dwarven) and Profession (miner).

She could work just fine without them, but with those little skill points she looks more "real" IMO.

@Storyteller Shadow/Igneous Cobalt: Since you are a dwarf and Erigga was raised by them, are you interested in crossing our background if we both are selected?


Sir Longears wrote:

Ok, this is Erigga Ironheart, my PC to this game.

About the background skills, not sure if you forgot about it. She was made using those rules, just as an example as how this rules help in fluffing the PC. With her 4 points (2 per level), she picked up Craft (armor), Linguistics (for Dwarven) and Profession (miner).

She could work just fine without them, but with those little skill points she looks more "real" IMO.

@Storyteller Shadow/Igneous Cobalt: Since you are a dwarf and Erigga was raised by them, are you interested in crossing our background if we both are selected?

Sure makes sense to me!


Quote:

My plan was to submit a rogue... (Morthak Bonerattle)

But I'm seeing a distinct lack of casters. No clerics or oracles at all, and an alchemist is the only arcane.

Wondering if I should re-think things and do up a cleric or an oracle.

BTW you haven't said what races are allowed. My Rogue would have been a halfling.

You should play what you would like. There are ways where you can get a npc wizard/cleric.

Sir Longears wrote:

Ok, this is Erigga Ironheart, my PC to this game.

About the background skills, not sure if you forgot about it. She was made using those rules, just as an example as how this rules help in fluffing the PC. With her 4 points (2 per level), she picked up Craft (armor), Linguistics (for Dwarven) and Profession (miner).

She could work just fine without them, but with those little skill points she looks more "real" IMO.

Sorry I must have forgotten to post about it. I enjoy the background skills so they will be available to all characters.


I have equipment now.

"Yes! Now I am full of BOOM!"


I'll put in for Sikan of Hanas, a human ranger (battle scout/ toxophilite).

Background:
Sikan was born in Hanas, a small village on the edge of Cheliax. His parents were soldiers, and raised Sikan to follow in their profession. Their plans were abruptly changed when orc raiders burned Hanas to ash and slaughtered many of the villagers and defenders. Sikan left and joined a mercenary company as a scout and archer.


Is recruitment still going for this? I'm interested.


Ffordesoon wrote:
Is recruitment still going for this? I'm interested.

Yes it will be up for another few days.


Will post my Background tomorrow night, lot of DM work to do tonight! :-)


Peet wrote:
BTW you haven't said what races are allowed. My Rogue would have been a halfling.

I just re-read my last post to you and I saw that my reply was slightly vague, sorry about that. All paizo races are accepted and 3rd party races are a case by base basis.

Update: We will be using the optional rule of background skills. To those who submitted a character you do not need to change your character as of sheet right now as there will be 1-2 days after characters are selected and the actual game.


Very well... may I present Morthak Bonerattle, Halfling Rogue and faithful follower of Pharasma. If he dies, maybe I'll roll up a cleric then. :) I still have to set up background skills and write background and stuff in long form (it's point-form noted for now) but he is basically done.

In the tavern, your conversation is interrupted by a clattering sound. You look over towards the fireplace to see a small figure hunched over by the fire. A small halfling sits there, but unlike most halflings who are well-groomed, this one seems dirty and unkempt. His hair is tied into dreadlocks from which hang and assortment of small bones; these bones also festoon his leather clothing which seems crude and roughly made, though it looks sturdy and well-fitting.

When he turns you can see that his tanned face is marked with Shoanti tattoos, as are his bare arms. On his left cheek is a large spiral. You know that halflings usually live among humans, but had never heard of such little folk living among those barbarians of the Storval Plateau.

He looks up at you with a dour face. A strange look for one of a normally cheerful race. You can see that he has been examining a collection of bones that he has scattered on the floor in front of the fireplace.

"Now I understand," he says in a voice that seems resolved to sorrow. "In my travels I did not know why I chose this road over that. But eventually I found myself here. And here I see that the dead do not rest easily. There are many unquiet spirits here. Evil men have tampered with the pattern of life and death here, and have done more damage than they know. The Lady of Graves is not pleased."

The little man gathers up the bones and stands up, though he is short, even for a halfling. Some of the bar patrons jeer and the little figure, but he ignores them.

"So I find myself here. It is her will then. She sends her daggers here to cut the cord; a a child must be cut from the cord that joins it to its mother, so must the dead be cut from the cords of magic that keep them here."

With a flash a bright dagger appears in his hand. Under his cloak you can see he has many more strapped to his chest. He looks up at you again, with an almost childlike face. "My daggers are hers. And they will do her will."

He hops up onto a stool at the bar; not an easy feat for one so short. "But for now," he smiles at the bartender, and slaps a coin on the counter. "A beer. For while who knows what I will face tomorrow... tonight I am still alive."


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If its not to late, I'd like to work on Harnet Drogovis, a tiefling wizard. I'll work on him over the weekend, I've only just got onto this thread, so I'm a bit behind, but should get something ready soon.

Not sure, but if I wanted to use Blood of the Fiends, to have a specific tiefling bloodline would that be OK, if not then I'm happy to go along with the usual tiefling.


Deevor wrote:

If its not to late, I'd like to work on Harnet Drogovis, a tiefling wizard. I'll work on him over the weekend, I've only just got onto this thread, so I'm a bit behind, but should get something ready soon.

Not sure, but if I wanted to use Blood of the Fiends, to have a specific tiefling bloodline would that be OK, if not then I'm happy to go along with the usual tiefling.

Sure you still have time to submit your character. If you are talking about the fiend blood trait that's fine. If you aren't can you clarify on what you mean?


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path, Starfinder Society Subscriber

OK, having taken a look, I'll go with the standard tiefling.... having gone through the tiefling heritages and the traits associated with them, none really float my boat this time ...


I submit for your consideration one Vinchenza Derren.

Crunch:
Vinchenza Derren
Female human (Taldan) bard 2
N Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 20 (2d8+4)
Fort +1, Ref +6, Will +2; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +3 (1d8+2)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate [DC 15], inspire courage +1)
Bard Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—detect secret doors, lucky number, sleep (DC 15)
. . 0 (at will)—dancing lights, detect magic, lullaby (DC 14), mage hand, read magic
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 12, Wis 9, Cha 18
Base Atk +1; CMB +3; CMD 14
Feats Lightning Reflexes, Lingering Performance[APG]
Traits armor expert
Skills Acrobatics +5, Climb +6, Diplomacy +8, Disable Device +0, Disguise +8, Escape Artist +5, Heal +0, Knowledge (arcana) +2, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +5, Perception +4, Perform (oratory) +8, Perform (sing) +9, Perform (string instruments) +8, Sleight of Hand +5, Spellcraft +5, Stealth +5, Use Magic Device +8
Languages Abyssal, Common, Elven
SQ bardic knowledge +1, versatile performance (sing)
Other Gear studded leather, morningstar, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, journal[UE], Lute, mess kit[UE], mirror, soap, trail rations (5), waterskin, 76 gp, 8 sp, 1 cp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Versatile Performance (Singing) +9 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

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Fluff coming soon.


I like the idea of a shared Background with Sir Longears, I have him in a player in one of my games and another one which will be starting soon.

DM & Sir Longears:
Igneous’ family was forged from the wars that fashioned the Dwarven Kingdoms of Golarian. Since anyone can remember the Cobalt’s were bred for war. With the peace of Taggoret though Igneous has known no war.

His cousins the Ironheart’s two decades ago adopted a human girl. Igneous thought little of the babe, until she grew to be a fearsome warrior in her own right. When Erigga made known her intention to see the world, the booted feet of Igneous followed, his was a clan bred for war and Igneous, the fifth of five boys would find glory or death in the wider world.

As the pair journeyed through the world of humans Igneous was the outsider who was vouched for by Erigga, life had come full circle it seemed. Rumors of an ancient evil stirring brought both adventurers to seek out and explore the evil beneath the cursed mausoleum that holds the dreaded Rappa Athuk.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path, Starfinder Society Subscriber

Harnet Drogovis, background:

"Oh how life could have been different, if this curse had not been part of my life. How my brothers and sisters have lived the life of plenty, drinking from golden goblets, eating the finest meats, drinking the sweetest wines." Harnet cannot stop himself as he spits on the floor as he recounts his iniquitous treatment at the hands of his family. "When after my young years it was apparent this blood of mine was tainted, the curse of devil blood, I went from loved son to a black stain in the family's line. From privilege to slave, treated worse than vermin, kept out of sight in the dark and made to work for nothing, just to eat the gruel they so lovingly fed me." The hatred and bile in his voice obvious to even the most unfeeling of humanoids.

"So the House of Jaffaros, a minor noble of Egorian, let their second son suffer and be disowned. But that was not the worst, for if you have a slave you can sell them, to rid yourselves of any problems." The tielfing, his dark hair and skin hidden badly under black cloak, tries to raise his hunchback to what would have been his real height, but pain crosses his face and he winces. Despite the curl in his lip, the pain in his voice, he continues, "Sold, the ignominy of cattle, sold to a master of the arcane. Though they told me I was to learn the wonders of Nethys, I was the least of the apprentices, the lowest of wizard Gywntal's aides. Not in line to be shown the basics of the arcane, but an experiment for the transmuter's conjury." He stops speaking for a while, his green coloured eyes welling up, but Harnet controls the emotion, before it gets too much and the hatred returns. "But I would not be beat, would not let the master of that tower in Barrowood get the better of me, despite all his punishments. I would triumph, as I studied in secret from tomes he left lying around. I learned enough until the little power I had allowed me to escape that torture. I stole from Antonure his spellbook and left Barrowood behind to gain wealth and power, what better than to find such treasures below the ground and join your party. "

Harnet's motivation is revenge on his family...

Some initial building of Harnet, to get a flavor..:

I have far too many 1st level spells in the spellbook, but perhaps some can be bought from the initial money.

Harnet Dragovis
Male tiefling transmuter 2 (Pathfinder RPG Bestiary 264)
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 18 (2d6+6)
Fort +2, Ref +3, Will +4
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 2nd; concentration +2)
. . 1/day—darkness
Arcane School Spell-Like Abilities (CL 2nd; concentration +8)
. . 7/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 2nd; concentration +8)
. . 1st—color spray (DC 15), grease, mage armor, stone fist[APG]
. . 0 (at will)—acid splash, detect magic, mage hand, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 14, Int 18, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 14
Feats Scribe Scroll, Weapon Finesse
Traits focused mind
Skills Appraise +8, Bluff +0, Craft (mapmaking) +10, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (planes) +8, Linguistics +8, Profession (scribe) +5, Spellcraft +9, Stealth +5; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Goblin, Infernal, Orc, Terran
SQ arcane bond (darc, bat), physical enhancement (+1)
Other Gear masterwork artisan's tools, 945 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Telekinetic Fist (1d4+1 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

--------------------

Darc
Bat (Pathfinder RPG Bestiary 131)
N Diminutive magical beast (animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 9 (1d8-2)
Fort +0, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 5 ft., fly 40 ft. (good)
Melee bite +7 (1d3-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 6, Wis 14, Cha 5
Base Atk +1; CMB -1; CMD 4
Feats Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Heel, Stay
Skills Acrobatics +2 (-10 to jump), Appraise -1, Fly +16, Linguistics -1, Perception +6, Spellcraft +0; Racial Modifiers +4 Perception
SQ attack any target, defend, fighting, heel, improved evasion
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Blindsense (20 feet) (Ex) Sense things and creatures without seeing them.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Flight (40 feet, Good) You can fly!
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


Thanks for the submission!

Any more before I choose characters in 2 days?


And here, slightly delayed, is the fluff.

Fluff:
"Rappan Athuk, eh?" Vinchenza Derren grins. "'Course I've heard of it. What bard hasn't?" She raises her hands to her head, twisting them into mock talons as her face twists into a snarl and she hunches ghoulishly. "The legendary dungeon from whence no adventurer has ever retuuuuuuurned! Oooooooh, so spooky!" She wiggles her fingers for emphasis.

The pale stranger in the fancy clothes scowls.

She frowns and sets her palms on the table. "Look, I can tell you ten stories I've heard about Rappan Athuk, and sing another five. You know what they all have in common?"

The stranger folds his arms.

Vinchenza smirks. "Bugger all. Except the bit about the Well, I s'pose. They all mention that. But everyone's heard of the Well. Nobody knows what's in it, or even agrees on what it is, but I know you're not meant to go down it. You could've told me that, I wager."

The stranger is silent. The woman fidgets under his gaze. "Something else you wanted, milord?"

After a moment, the stranger replies, his voice like granite dragged across granite. "My master is searching for adventurers across Golarion. He wishes Rappan Athuk mapped." The stranger smiles a strange papercut smile. "You have been deemed a suitable candidate for this undertaking."

Vinchenza blinks. "Um. Well, that is certainly a... Your master sounds very generous, but—"

"My master," continues the stranger, "will pay you five hundred thousand gold pieces in exchange for the completion of this task."

Vinchenza's jaw drops, and she forces herself not to simply scream GIMMEALLTHEMONEYIWANNIT at the man in front of her. "Wuh. That. I," She gulps. "S-Surely you mean it will be split evenly among a party of—"

"No. That is your share."

Vinchenza opens her mouth, closes it, opens it, closes it, inhales deeply through flared nostrils, exhales through the mouth, makes vaguely positive noises for around five minutes, stands, fans herself, sits. A toothy grin slowly spreads across her face. "When do I start?"

Yes, I realize that is an insane amount of money in Golarion terms, but she's obviously never going to get it, so.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path, Starfinder Society Subscriber

Just realized the spellbook didn't get into the character stuff...

Harnet Dragovis Spellbook:

Spellbook
0 level - all
Level 1 spells
Adhesive Spittle
Animate Rope
Ant Haul
Color Spray
Enlarge Person
Expeditious Excavation
Expeditious Retreat
Grease
Infernal Healing
Mage Armor
Protection from Law
Protection from Chaos
Stone Fist
Stunning Barrier
Thumderstomp
Touch of Gracelessness

I can reduce these to the 10 known spells for the character, but was hoping to add others through scrolls .... will have to make scrolls anyway from the known spells. But like I said, this is just he initial build idea. I am getting a lot of Transmutation spells to with his specialization.


And so begins the story of Red Feather

Spoiler:

"There is nothing more for us to teach you here. You must go forth, and fulfill your destiny. Come we will enter the sweat lodge, and your future will begin to be revealed".

Red Feather followed the bent old shaman into the tribe sweat lodge. He respected the old ways, but trusted his finely honed fighting abilities, and the toughness and resilience he had developed through long hours of training, and hardship. He was ready.

"Hear drink this". The old Shaman handed the young warrior a small stone bowl, filled with some metallic smelling herbal mixture. After quaffing the mixture, the Shaman set back his legs folded underneath him.

"What now"? Red Feather asked impatient to get this part of his training behind him. He had been here three other times, and only fell asleep to await another years training.

"Now we wait".

Red Feather grew drowsy, and realized that he was going to sleep again. Silently he cringed at the thought of another year of hardship and training... he was ready.

He awoke in a cold sweat. Where was he. These walls were of stone, not of beast hide. And the light was not that of a ritual fire, but of scattered stone sconces attached to the walls of this strange chamber.

How did I get here? Is this some kind of test?

Then the scittering began. From behind him... no to his right... seemingly from everywhere. As the sounds grew closer seeming to surround him he began to feel an atmosphere of dread... of pure evil from these sounds. He was alone, and for the first time in his life, since his first leap from the courage ledge, when he was 10-winters old frightened. He reached for his weapons, and found them missing. He ran.

For hours it seemed through torch lit tunnels, over yawning chasms, and up knotted ropes, still the evil behind him. No matter how fast he ran, the presence stayed the same distance behind him. Suddenly a chamber opened up in front of him. There were no other exits. Then he looked up. A round opening showing the night sky above him, clouds moving to first conceal, then reveal a blue moon.

So it ends here...

Suddenly just as the evil presence threatened to reveal itself; just as he prepared himself for what was sure to be his last battle; he fell.

Up through the opening... up through the opening...

He awoke sprawled in the sweat lodge, covered in a sheen of sweat, his heart threatening to burst forth from his chest.

The old Shaman looked at him with a raised eyebrow.

"A well. I must find a well, and confront the evil that lurks within".

He had began his spirit quest. Now where might he find this well... and this evil.


Ragbrok the Smart of the Kruggas Orc Barbarian (Invulnerable Rager)
Yellow Cera dwarf paladin
Red Feather human monk (weapon adept)
Igneous Cobalt Dwarven Fighter
Malazzesh of Boom Alchemist
Morthak Bonerattle Unchained Rogue (Knife Master/Scout)
Harnet Drogovis tiefling transmuter
Vinchenza Derren bard

Did I miss anyone?


Mottied wrote:

Ragbrok the Smart of the Kruggas Orc Barbarian (Invulnerable Rager)

Yellow Cera dwarf paladin
Red Feather human monk (weapon adept)
Igneous Cobalt Dwarven Fighter
Malazzesh of Boom Alchemist
Morthak Bonerattle Unchained Rogue (Knife Master/Scout)
Harnet Drogovis tiefling transmuter
Vinchenza Derren bard

Did I miss anyone?

Erriga Ironheart Human Female Brawler.

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