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Jeanne Vicente
Female NG Aasimar Cleric of Nethys
Last paragraph is flexible depending on how the group wants to 'find' each other.
Jeanne was an orphan during her youth whom was eventually adopted by a half-elf. As a practicing magician this half-elf spent most of their spare time attempting to teach Jeanne the arcane arts. It did not last long as her guardian gave up as they realized that Jeanne's celestial heritage continuously hindered her ability to cast spells. This did not not stop Jeanne from becoming fascinated with magic however... It only made her search for another way to channel her fascination with magic; and channel she did as she eventually became a devout follower of Nethys.
The teachings of her foster father only enabled her to focus her studies into divine magic. Her village only had a very small resource on knowledge that she desired; thus, she eventually found the courage to tell her foster father of her desire to travel the world to uncover more divine and magical mysteries.
Eventually she found herself in Zelkor's Ferry where, during a goblin raid, she teamed up with a a seemingly random group of adventurers. They dealt with the goblins with ease and she learned, during their celebration that evening, that they were traveling adventurers looking for their next big challenge. Curious, she offered her help to them which was accepted over a cheer and mug of ale. Do they know of the dangers that await them further down their journey? No...
Female Aasimar Cleric of Nethys 1
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft., Perception +4
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) Scale Mail
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6, +1 trait bonus on saves against arcane spells., As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects.
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OFFENSE
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Speed 20 ft.
Melee quarterstaff (two handed) +0 ((two handed) 1d6)
Melee quarterstaff (head 1 only) (two handed) +0 ((two handed) 1d6)
Melee quarterstaff (head 2 only) (two handed) +0 ((two handed) 1d6)
Special Attacks Channel Positive Energy (1d6, DC 11, 4/day),
STATISTICS
Str 10, Dex 14, Con 14, Int 10, Wis 18, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Angelic Blood
Skills Acrobatics -2, Acrobatics (Jump) -6, Appraise +0, Bluff +1, Climb -4, Craft (Untrained) +0, Diplomacy +5, Disguise +1, Escape Artist -2, Fly -2, Heal +8, Intimidate +1, Perception +4, Perform (Untrained) +1, Ride -2, Sense Motive +6, Stealth -2, Survival +4, Swim -4
Languages Celestial, Common
Archetypes Theologian,
SQ bonus cleric channeling damage, celestial language, darkvision, divine vessel, focused domain, incorruptible, orisons, spontaneous casting, truespeaker, weapon and armor proficiency,
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SPECIAL ABILITIES
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Adopted: You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race.
Bonus Cleric Channeling Damage Cleric: Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.
Celestial Language (Ex): Aasimars speak Celestial.
Channel Positive Energy (Su): You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this abilty 4 times per day.
Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability 7 times per day.
Failed Apprentice: As a child, your parents sent you to a distant wizard's tower as an apprentice so that you might learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist them. You gain a +1 trait bonus on saves against arcane spells.
Focused Domain: You choose only one domain from your deity's portfolio rather than the normal two domains. All level-dependent effects of the granted powers from your domain function as if you were two cleric levels higher than your actual cleric level. This does not allow you to gain domain-granted powers earlier than normal. You can prepare domain spells using your non-domain slots. You cannot use her spontaneous casting ability on domain spells, even if they are prepared in non-domain slots. In all other respects, this works like and replaces the standard cleric domain ability.
Incorruptible (Sp): You can cast corruption resistance against evil 1/day as a spell-like ability. If cast on yourself, the duration increases to 1 hours.
Magic is Life (Nethys): Your faith in magic allows you to ref lexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
Orisons: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting: You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Truespeaker (Ex): There are some Aasimars whose language transcends all boundaries. They gain a +2 racial bonus on Linguistics and Sense Motive checks, and learn one additional language each time you take a rank in Linguistics. This racial trait replaces the skilled.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity

Vritra |

Updated again:
Gobo: Goblin Aegis, Human Chaotic Wilder
Karlprosek: Crypt-Breaker Alchemist, Archaeologist Bard
Oni: Halfling Fighter
Rednal: Burglar Ninja <-that just sounds odd to say, Catfolk Cat Burglar Rogue
Yamakah: Half-Elf enchanter Sorcerer, Kitsune Crossblooded Enchanter Sorcerer.
Cronax: Jean D'Fleur, Paladin
Gabr Mos'ata: Aasimar Inquisitor
Cythraul: Tiefling Fighter
Zanakor: Tiefling Magus
Gavmania: Dragon Disciple
Sarpadian: Goblin Conjurer
Ashe: Human Aberrant Aegis
'Abal: Human Druid
Mcridill: Aasimar Paladin, Aasimar Cleric
---
Gobo: Melee, Limited Caster
Karlprosek: Caster(?)/Trapfinder, Trapfinder/Utility Ranged
Oni: Melee
Rednal: Trapfinder/Utility
Yamakah: Enchanter Caster
Cronax: Melee
Gabr: Melee/Limited Caster
Cythraul: Melee
Zanakor: Caster, Melee/Limited Caster
Gavmania: Melee(?)/Caster
Sarpadian: Caster
Ashe: Melee
'Abal: Druid
Mcridill: Caster, Melee/Limited Caster
Now with 14 submissions, I'll start marking these as completed or not. Details about the world should be up fairly quickly, though work may have other plans.
Also, posting requirements: I will be able to post at least 1/day, perhaps more depending on the day.

Edeldhur |

I've been chasing Rappan Athuk for years, so I'm gonna throw my hat on the ring for this one. I've got a couple of ideas, but was planning on starting Warpriest, then trudge my way into Eldritch Knight - it can be adapted to melee or range. Would it be acceptable Vritra?
Also, I've got an Evangelist cleric of Erastil brewing on the background :D

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Hi Vritra. Very interested and i'll be making a character for this today. A couple of questions-
1. Assume the dungeon not especially suitable for cavaliers due to the difficulty of getting a horse around in there?
2. Any particular race restrictions? Seeing some quite zany ideas floating around the thread.

karlprosek |

Ranald Voder, archaeologist bard
He didn't want to live his life in libraries hearing or reading other peoples' stories, and as soon as he was old enough to convince his mother he started going out on the safest of his father's expeditions, with much more experienced people in command and responsible for his safety. His minor magical talent helped, as did his talent for dealing with mechanical devices of all types, and after a few years he wasn't just somebody back at camp, he was actively exploring with the expeditions.
A good friend of his, an elven rogue by the name of Liral Sirosene, was poisoned on her last trip out. The poison has proven resistant to magical cures, but healers have managed to prolong the onset of fatal symptoms. Ran's father learned of a magical cure-all (some Maguffin the DM can come up with) that was supposedly lost in the depths of Rappan Athuk. As soon as he heard about it, Ran was on the first boat out, looking for a group to join up with.
He joins up with the PC party and they have some pre-module adventures.
I'll have stats up in a bit, but you said backstory first, so there it is.

Gavmania |

1. Assume the dungeon not especially suitable for cavaliers due to the difficulty of getting a horse around in there?
Small races would have a medium mount, much less difficult to get around (anywhere the PC's can walk, the mount can too). Also they can have some more exotic mounts, if you use the beast rider archetype (Medium sized Roc for flying would have less difficulty ascending/descending, and I've heard of someone riding a Giant Spider and crawling around on the walls).
Even larger mounts can squeeze into medium spaces, and in many dungeon's corridors are 10' wide, etc. meaning they can move about freely.
In short, the cavalier is not completely dead, but it will have to be adapted.

robotnel |
Hello Vritra. Here is a character that I would like to play through Rappan Athuk (or at least see how far I can survive :) Human Arcane Duelist Bard, focusing on melee. I am interested in the psionic ruleset, but I don't have access to those. I prefer versatile characters over complete munchkined or min-maxed PCs.
*Benan Odonata*
> Living most his life within the outer limits of a metropolis, Benan grew accustomed to strange sights and strange beings. He made his living as a member of the local watch and eventually worked his way to an upper level investigator position within the city's law enforcement agency. He maintained order within his district, but was not opposed to letting a small infraction go unnoticed; especially if doing so would enable him greater access to information about the black market and it's operatives. However some more zealous and devout operatives began to hassle Benan about his 'gray' deals. These hardliners \ continued their attacks on Benan's character even after he had busted a prominent pesh ring, his success of which due to no small part to his confidential informants.
> Able to hold his own in a scuffle coupled with the air of authority Benan held over his loyalists, it seemed that he was on his way to higher positions of power. This did not come to pass as a fanatical sect of religious inquisitors overpowered many smaller criminal enterprises, locking up or outright killing many of Benan's contacts with the underground. Furious, Benan made an impassioned argument to the heads of the city's small council. He argued that such force would push the underground cartels into a defensive position and would lead to a war between law and chaos within the city. Being charged with the protection of the common folk, such a war would undoubtable hurt the merchant, the smith, the baker as fighting broke out within the streets.
> It seemed that Benan had won the minds of the council, but the inquisitors religious crusade would not be held back by a man with common sense. The inquisition faction brought forth a former confidential informant who gave damning testimony about Benan's deals with low level pimps and pushers. This was seemingly enough to blacken his good deeds. Benan was forced to resign or otherwise face persecution at the hands of the inquisitors. His name had also been marred to the underground crime syndicates. With no jurisdictional power, an entire city at the brink of war, and enemies all around him, Benan fled the city.
> Benan has made a vow to acquire power that will enable him to defeat the inquisitors and to clear his name. Yet that was 10 years ago, and Benan is feeling the effects of the years on his human body. He agrees to a delve within the infamous Rappan Athuk dungeon as a sort of last chance at finding the artifacts he needs before old age, or worse, prevents him from making good on his promise.
I have a build breakdown up to ninth level if you are so interested. I would very much like to participate in an online only campaign. Thanks!

Gavmania |

OK, I've thought about it and given his arrogance, it would suggest he is low CHA (I am going with the name of Magnus Tate). That would mean a Sage bloodline (or Empyreal, but Sage is more flavourful for this character), making him definitely crossblooded.
So he will be a human crossblooded Sage/Draconic Blaster. With 1 spell at 1st level. :(.
But what a spell!

Tark Boulderbreaker |

"Here's the thing boys - the dwarf rumbled - "Me family's been digging holes in the ground since anyone can remember - dwarven halls, precious stones and all that" - then took another big gulp from his tankard - "Dang! That hit the spot!" - he burped loudly - "But we all know there are deeper and darker places in the world - what's the point in boasting about dwarven undergrounds, if we all know there are others more... Huh... 'Undergroundier'? I'm not sayin' a self respectin' dwarf doesn't need a craft - HECK! What the hell is the point of having two hands if ye can't use them for something worth it?!" - the second tankard followed the first one almost as quickly.
"I was trying to get tha point across ta Reaggar back at ma clan's alehouse, but he didn't seem to catch on - always was kinda dimwitted that stubborn son of a beardless mother... Anyways, if ye wantin' to boast you're the masters of tha Underground, then you gotta move out from the damned caves, look for deeper ones, and AT LEAST lay foot on them - as for claimin' it, it is another talk altogether, but darn me if I'm gonna boast of something I am not" - the armoured gauntlet slammed on the table, the dwarf's brows furrowed so hard his eyes almost completely dissappeared - "And that's when he dared me... Oh that pot'o'lard DARED me to haul ass into the darkest, deepest, deadliest pit I could find, and grab hold of something that would prove I did it. Of course first I busted his nose wide open with a fine, and Torag be thankful, empty dwarven stone mug, but I accepted the mumbling fools' dare"
With the third tankard down (or was it the fourth?), the dwarf gained momentum - "I grabbed me stuff, stiffled me kin that was growling and going about calling me a fool of a Boulderbreaker for going on such a nasty affair over a dare, and here I am - as far as the white beards o' me clan told me, this Rappan Athuk or whatever is tha stinkiest hole all around, so that's where I need to be!!" - and with that he tried to down an already empty mug, mumbled some curses and stumbled off to the bar for an official complaint.
Yea... I know the submissions are packed full of melees but I'm gonna apply with a 'straight up' dwarven fighter - I guess Rappan Athuk sends me back to other times and other concepts, so this is 'me boy' - Tark Boulderbreaker, single class fighter - dunno what came over me to pit a single class fighter against Rappan Athuk, but then again one can never have too many dwarven fighters, right? What's a dungeon crawl without them? :D
Basic crunch follows, mostly done, some tweaks can pop up here and there (still debating on final stats and whether I go 2h or 1h+shield, but hey, that's the beauty of fighters - I can decide later on):
Tark Boulderbreaker
Male Dwarf Fighter 1
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee bardiche +4 (1d10+4/19-20) and
. . greatsword +4 (2d6+4/19-20) and
. . silver light mace +4 (1d6+3)
Ranged sling +3 (1d4+3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
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Statistics
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Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Power Attack, Steel Soul
Skills Craft (armor) +3, Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (engineering) +5
Languages Common, Dwarven, Orc
Other Gear scale mail, heavy steel shield, bardiche, greatsword, silver light mace, sling, 17 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4

Vritra |

As Gavmania has said, Cavalier will work. A reasonable Large mount can work as well, though it is fairly cramped in their so the best would probably be a Medium mount.
Updated Submissions:
Gobo: Goblin Aegis, Human Chaotic Wilder
Karlprosek: Crypt-Breaker Alchemist, Archaeologist Bard
Oni: Halfling Fighter
Cronax: Jean D'Fleur, Paladin
Gabr Mos'ata: Aasimar Inquisitor
Cythraul: Tiefling Fighter
Zanakor: Tiefling Magus
Gavmania: Dragon Disciple
Sarpadian: Goblin Conjurer
Ashe: Human Aberrant Aegis
'Abal: Human Druid
Mcridill: Aasimar Paladin, Aasimar Cleric
Chakka: Human Wind Oracle
Robotnel: Human Arcane Duelist Bard
Edeldhur: Dwarf Fighter
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Gobo: Melee, Limited Caster
Karlprosek: Caster(?)/Trapfinder, Trapfinder/Utility Ranged
Oni: Melee
Cronax: Melee
Gabr: Ranged/Limited Caster
Cythraul: Melee
Zanakor: Caster, Melee/Limited Caster
Gavmania: Melee(?)/Caster
Sarpadian: Caster
Ashe: Melee
'Abal: Druid
Mcridill: Caster, Melee/Limited Caster
Chakka: Full Caster
Robotnel: Melee/Limited Caster
Eduldhur: Melee
15 submissions, and we'll see how well this works out! We've got a decent variety of submissions.
I've got the campaign setting started, and it will be fixed up soon.

Vritra |

Gobo: Goblin Aegis, Human Chaotic Wilder
Karlprosek: Crypt-Breaker Alchemist, Archaeologist Bard
Oni: Halfling Fighter
Cronax: Jean D'Fleur, Paladin
Gabr Mos'ata: Aasimar Inquisitor
Cythraul: Tiefling Fighter
Zanakor: Aasimar Cleric, Tiefling Magus
Gavmania: Dragon Disciple
Sarpadian: Goblin Conjurer
Ashe: Human Aberrant Aegis
'Abal: Human Druid
Mcridill: Aasimar Paladin, Aasimar Cleric
Chakka: Human Wind Oracle
Robotnel: Human Arcane Duelist Bard
Edeldhur: Dwarf Fighter
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Gobo: Melee, Limited Caster
Karlprosek: Caster(?)/Trapfinder, Trapfinder/Utility Ranged
Oni: Melee
Cronax: Melee
Gabr: Ranged/Limited Caster
Cythraul: Melee
Zanakor: Caster, Melee/Limited Caster
Gavmania: Melee(?)/Caster
Sarpadian: Caster
Ashe: Melee
'Abal: Druid
Mcridill: Caster, Melee/Limited Caster
Chakka: Full Caster
Robotnel: Melee/Limited Caster
Eduldhur: Melee

Mistress Morgana |

Where is Kayle. I heard she was around here. I will have my revenge.
Oh She left, I guess introductions are in order. My name is Morgana. You may call me mistress but only from your kneees. Cookies anyone?
Crunch is in profile. While Morgana might have some evil tendencies, she is mostly looking for means to exact her revenenge. She can be pleasant to be around as long as you dont anger her. Remmember hell hath no fury like a woman scorned. I plan on taking the feat to channel positive energy at level 3 and will prepare cure spells.

Berenkor Trandoran |

Alexander Kilcoyne here, presenting Berenkor Trandoran for submission. I'm a regular PbPer and very reliable. I also run a Slumbering Tsar PbP on these forums so I have some vague understanding of the fluff of Rappan Athuk (but I have no issues separating IC/OOC knowledge).
Berenkor is an Outrider for a surprisingly large Halfling settlement situated in Hallowfell. A young, reckless and agile warrior; he is trained to fight atop his wolf Farkas. He has for some time been stationed in Zelkor's Ferry as an emissary of this nearby settlement, seeking a chance to join a group of adventurers entering Rappan Athuk. He is convinced that the evil that lies within this place could eventually threaten his precious community and is determined to intercede.
Fiercely loyal to his community, extensive family and his friends, Berenkor has a fierce protective streak. In battle he is akin to a lightly armoured, furious dervish; continuously and relentlessly attacking with fast shallow cuts. He has pangs of doubt in his abilities that tends to undermine his self confidence and he draws a lot of strength from the prowess of his loyal wolf, Farkas. This doubt sometimes gives way to sheer acts of recklessness and derring-do that more closely resemble a daredevil.
If possible (and selected), I would like to tie Berenkor to another character, the Halfling acting as a bodyguard for that character. With his Aid Another action giving a very high bonus (+4 or higher dependent on Level) and with the Honor Guard archetype (including Bodyguard feat at 3rd level), he is ideal for this role.
While initially he will be a little weak in melee, he will rely on Aid Another actions and his wolf to make up the difference until he can afford an Agile weapon. I picture Berenkor as incredibly acrobatic/agile and he will be doing all kinds of cool trick riding :).
He will also be a competent tracker, not sure how much use that is in Rappan Athuk though.
Farkas (Wolf) HP Rolls- 1d8 ⇒ 5, 1d8 ⇒ 8.
__________________________________________________________________________
Berenkor Trandoran
Halfling Cavalier (Emissary, Honor Guard) 1
NG Small humanoid (halfling)
Init +5; Senses Perception +3
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Defense
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AC 20, touch 16, flat-footed 15 (+3 armor, +1 shield, +5 Dex, +1 size)
hp 13 (1d10+3)
Fort +5, Ref +6, Will +2; +2 vs. fear
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Offense
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Speed 20 ft.
Melee kukri +7 (1d3-1/18-20) and
. . rapier +7 (1d4-1/18-20)
Special Attacks low blow, challenge
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Statistics
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Str 8, Dex 20, Con 14, Int 10, Wis 12, Cha 9
Base Atk +1; CMB -1; CMD 14
Feats Alertness, Mounted Combat, Weapon Finesse
Traits equality for all (andoran), helpful, reckless
Skills Acrobatics +9 (+5 jump), Handle Animal +5, Perception +3, Ride +10, Sense Motive +7; Racial Modifiers ride mount
Languages Common, Halfling
SQ doubt, orders (order of the paw), paw's skills, shared vigilance, sworn defense
Other Gear studded leather, masterwork light wooden shield, kukri, rapier, backpack, masterwork
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Special Abilities
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+1 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -1 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Equality for All (Andoran) +2 trait bonus to CMB and CMD when foe is 2 or more sizes larger.
Fearless +2 racial bonus vs Fear saves.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Low Blow +1 to critical confirmation rolls against larger creatures.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paw's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, mount gains +1 dodge bonus while threatening target.
Paw's Skills Use mount's speed to determine tracking penalty.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC.
Farkas
Wolf (Bodyguard)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +7
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Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 17 (+4)
Fort +5, Ref +5, Will +1
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Offense
--------------------
Speed 30 ft.
Melee bite +3 (1d6+1)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Alertness, Weapon Focus (bite)
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6, Perception +7, Sense Motive +3; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, combat riding, shared vigilance
Other Gear leather armor, military saddle, saddlebags
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Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Trip (Ex) You can make a trip attempt on a successful attack.

Grimmy |

I would so much love to join this game as FGG is my favorite 3PP, and I'm really intrigued by the format of using VTT in conjunction with PbP... but sadly I have way to much meta knowledge of Rappan Athuk :/ I'm running it at home and in PbP.
Wish you all happy gaming though!

Vritra |

Excellent advice Grimmy.
Sadly, you're spoilered advice is somewhat wasted. It would have been said in the opening narration :P
Remember guys, tomorrow is the last day for full submissions! I may give a bit of extra leeway to those who are just finishing up equipment stuff, but otherwise recruitment closes at 8 PM MST.
Best of luck to all of you!

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So, this is Gavmania's submission. Still need to do purchses, but the basic character is there.
Magnus is the scion of a long line of wizards and Sorcerors, as far back as anyone can remember. Unfortunately for him, he was not the eldest so the family title and lands will pass to him even though he can barely string a spell together; while Magnus gets nothing except the expectation of his ancestors.
Fortunately Magnus is up for the challenge and, as an avid student of ruins, it was only natural that he take to an adventurers life seeking out ancient ruins and deciphering their mysteries.
Thus it was that Magnus found himself in some tiny village at the back end of beyond, called Zelkor's Ferry, looking into the possibility of expeditions into the surrounding ruins.
Luckily Magnus is a superb sorceror, fully capable of holding his own against the riffraff that infest the local ruins. Also, he has hooked up with a few others who are able to help him.
N.B. Magnus' one spell, burning hands, hits for 3d4+3 damage, fully capable of incinerating almost any level 1 encounter and severely depleting other encounters. The only problem is the area of effect, meaning allies will have to keep out of the way until he has blasted
any comments or suggestions would be welcome