Rappan Athuk in the Mwangi Expanse (Inactive)

Game Master Zizazat

Don't go down the Well!

Before Rappan Athuk!


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Hundreds of years ago, the Chelish imperial forces of Haliad the First moved to destroy the main Temple of Orcus which was taking root in the Eleder in Sargava. With their temple in ruins, the surviving high priests of this accursed demon lord 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 south of the Kaava Lands, a sylvan woodland on the northwest coast of Desperation Bay. 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 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 Aroden, 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, slavers 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.”

Character Creation Guidelines:
* 15 point buy.
* No score below 10 before racial adjustment.
* 2 traits as explained in the Advanced Players Guide and found in many, many Pazio products.
* 1st level, full HP for your HD.
* Any non-evil alignment.
* All Paizo material is fine; any class (and any archetypes). Yes that includes the Advanced Class Guide playtest material. Unless you specifically ask me if you can use the ACG playtest material, in which case you cannot because you did not read.
* 3PP books are going to be spotty, but it does not hurt to ask
* Any Core or Featured race from the Advanced Race Guide. Not all choices are equal, and if you pick a goblin, do not be surprised when you are killed for it. Think it through.
* Maximum starting gold for your class.
* This is a dungeon crawl, perhaps THE dungeon crawl. Not all choices are equal. Your 25 CHA Diplomancer build is going to die with a spear in the face. Think it through.
* A long character background is not required.
* Profile aliases will need to be setup for active characters after chosen, but not required for submission.
* If you are selected you must also submit a 2nd character which must be of a different race/class combination than your first. This does not mean a different archetype, this means a different class. This will be your on-deck character should your active character one die.

House Rules:
* All characters gain the following:
Healing Surge (Su): As a move action you many heal yourself an amount equal to 1 class level HD + Con Bonus. In the case of multi-class characters, you use your largest HD size. You may use this ability a number of times per day equal to your character level.
* HP gain after 1st level will be 1/2 HD + 1.
* Most skill check rolls will be made in private by the GM.
* The medium XP Track will be used for this campaign.
* XP earned will be carried by the player, not the character.
* Wealth accumulated will be carried by the character, not the player.
* No players will control move than one active character at a time.

On-deck Characters:
* The on-deck circle will be maintained with 6 characters at all times.
* If an active character is unable to be revived to the land of the living, an on-deck replacement will be activated at the next appropriate point.
* Your on-deck character build will start at the same XP value that the active player has earned.
* Your on-deck character will likely be under the WBL curve when she joins the game.
* When a character is removed from the on-deck circle, the first character from the bullpen queue will be moved forward to replace it.

Bullpen Queue:
* Active players who have no character in the on-deck circle may submit a new character to the bullpen. Bullpen submissions from an active players automatically advance a number of places equal to the earned level of the player in the bullpen queue. Example: If there are 10 characters in the bullpen queue and Bob's level 2 primary and on-deck characters are both killed, his new bullpen submission would go to slot 8, not slot 11.
* All approved applicants will be added to the bullpen queue, even if they were not selected for the Original Six Players.

To be clear:
* 6 players will be chosen. Those 6 players will have 1 primary active character and 1 secondary character in the on-deck queue.
* It would be helpful if submitted characters were wrapped in spoiler blocks:

Primary Name: Character Race/Class:
Your full stat block goes here.

* Every approved submission will end up in the Bullpen queue with a chance to get into the game eventually.
* If you happen to use Hero Lab, it would be awesome if you sent me your .por file, but it is not required.
* I will be using Roll20.net for tactical maps, tokens, player handouts etc.
* Submissions for Original Six Players will close at 9 pm EST on December 12th 2013.
* Submissions for the Bullpen will we open after that indefinitely.


Interested. Here are my two characters.

Sienna Norim Aasimar/Oracle:

Sienna Norim
Female Oracle 1 (Metal, Lame)
CG Angel-Blooded Aasimar (Outsider)
Init +2;Senses Perception +4, Darkvision 60ft

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Defense
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AC 16, Touch 10, Flat-Footed 16 (+5 Armor, +1 Shield)
Resistances Acid 5, Cold 5, Electricity 5
HP 13 (1d8+5)
Fort +1, Ref +0, Will +2

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Offense
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Speed 15 ft.
Melee Longsword +3 (1d8+3); Warhammer +3 (1d8+3)
Ranged Sling +0 (1d4+3)
Special Attacks Alter Self 1/day

Oracle Spells Known (CL 1st; Concentration +5)
0th (at will)(DC 13)- Resistance, Light, Guidance, Detect Magic
1st (4/day)(DC 14)- Divine Favor, Magic Weapon, Cure Light Wounds

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Statistics
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Str 17, Dex 10, Con 13, Int 10, Wis 10, Cha 16
Base Atk +0; CMB+3; CMD 13
Feats Toughness
Revelations Skill at Arms
Traits Eyes and ears of the City, Reactionary
Skills Heal +6, Intimidate +7, Knowledge(Religion) +4, Perception +4
Languages Common, Celestial
SQ Alter Self 1/day
Combat Gear --- ;Other Gear Longsword, Warhammer, Splint Mail, Buckler, Oracle’s Kit, Focus (Wooden), Bullet (30)
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Special Abilities
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Angelkin: gain alter self as a spell-like ability.

Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

Jericho Thame Human/Ranger:

Jericho Thame
Male Human Ranger 1
CG Medium Humanoid (Human)
Init +3;Senses Perception +4
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Defense
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AC 16 (+5 Armor, +1 Dex), Touch 11, Flat-Footed 15
HP 12 (1d10+2)
Fort +3, Ref +3, Will +0

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Offense
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Speed 20 ft.
Melee Greataxe +5 (1D12+6/x3) (+4, 1D12+9 when PA)
Warhammer +5 (1d8+4/x3) (+4, 1d8+6 when PA)
Dagger +5 (1d4+4/19-20)
Ranged Shortbow +2 (1d6/19-20)
Special Abilities Favoured Enemy (Undead)
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Statistics
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Str 18, Dex 12, Con 12, Int 10, Wis 11, Cha 10
Base Atk +1; CMB+5; CMD 16
Feats Quick Draw, Power Attack
Traits Armor Expert, Reactionary
Skills Heal +4, Knowledge (dungeoneering) +4, Knowledge (Nature) +4, Perception +4, Stealth +2, Survival +5
Untrained Skills Acrobatics -2, Appraise +0, Bluff -0, Climb +0, Craft(Any) +0, Diplomacy +0, Disguise +0, Escape Artist -2, Fly -2, Intimidate +0, Perform(Any) +0, Ride -2, Swim +0
Languages Common
SQ Track +1, Wild Empathy +1
Combat Gear Alchemist's Fire (2);Other Gear Greataxe, Warhammer, dagger, shortbow, Arrows(20), Scale Mail, Ranger's Kit(backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin), candle (5), Explorer's Outfit, 10gp, 9sp, 5cp; Total Weight 83 lbs.

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Special Abilities
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Favoured Enemy: You gain a bonus on bluff, knowledge, perception, sense motive, survival checks and attack and damage rolls against the following types of creatures:
Undead +2
Track: You add +1 to Survival skills checks made to follow tracks
Wild Empathy: You can improve the initial attitude of an animal (like a diplomacy check to improve the attitude of a person. Your wild empathy is 1D20.


Interested! Here are my two (incomplete) submissions:

Torillan Ellandilas, Elf Fighter

Thorgrund Bronsssson, Dwarf Ranger (Skirmisher)

I am currently at work, but I should be able to finish them in the next day or two.

Liberty's Edge

Woohoo..will work something up ASAP

Liberty's Edge

Ok..here are my submissions

Primary Character:

Dobin Cur
Human Fighter 1
NG Medium humanoid (human)
Init +1; Senses Perception +1
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Defense
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 shield, +1 Dex)
hp 16 (1d10+6)
Fort +4, Ref +1, Will +0
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Offense
--------------------
Speed 20 ft.
Melee light shield bash +4 (1d3+3/×2) and
. . longsword +5 (1d8+3/19-20/×2) and
. . throwing axe +4 (1d6+3/×2)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 12, Wis 11, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Toughness, Weapon Focus (longsword)
Traits armor expert, bully
Skills Climb +3, Intimidate +5, Perception +1, Survival +4
Languages Common, Orc
Combat Gear Alchemist's fire (2), Sunrod (4); Other Gear Scale mail, Light steel shield, Longsword, Throwing axe (2), Backpack (15 @ 27 lbs), Bedroll, Belt pouch (9 @ 2.52 lbs), Blanket, Canteen, Flint and steel, Rope, Thread (50 ft.), Tindertwig (5), Trail rations (4), Whetstone, 36 GP, 8 SP, 7 CP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Secondary Character:

Háma
Dwarf Cleric 1
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
--------------------
Speed 20 ft.
Melee light shield bash -2 (1d3+2/×2) and
. . dagger +2 (1d4+2/19-20/×2) and
. . warhammer +2 (1d8+2/×3)
Ranged light crossbow +0 (1d8/19-20/×2)
Special Attacks battle rage, channel energy, hatred
Spell-Like Abilities
. . 6/day—battle rage
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—bless, burning hands (DC 14), sun metal (DC 14)
0 (at will)—detect magic, guidance, light
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Statistics
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Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 11
Base Atk +0; CMB +2; CMD 12 (12 vs. bull rush, 12 vs. trip)
Feats Warrior Priest
Traits battlefield caster, tunnel fighter
Skills Heal +7, Knowledge (religion) +4, Spellcraft +4
Languages Common, Dwarven
SQ aura, domains (fire, war), fire bolt, greed, hardy, slow and steady, spontaneous casting, stability, stonecunning
Combat Gear Holy water; Other Gear Kikko armor, Light steel shield, Crossbow bolts (20), Dagger, Light crossbow, Warhammer, Backpack (9 @ 23 lbs), Bedroll, Belt pouch (7 @ 0.76 lbs), Dwarven trail rations (4), Flint and steel, Holy symbol, iron (Angradd), Mug/tankard, Rope, Tindertwig (5), 22 GP, 8 SP, 8 CP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (6/day) (Sp) Grant +1 to a melee damage rolls.
Battlefield Caster You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
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.
Fire Bolt (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Fire damage.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Warrior Priest +2 on concentration checks when casting defensively or grappling.


Absolutely interested! I'll get to work on some characters and post them before the 12th.

Edit: I am looking at an elven wizard (teleport subschool) for the first choice, and a ratfolk bard (archaeologist) for the back up.


Very interested, thinking of a Crypt Breaker Alchemist and an Inquisitor. I'll get posts up post haste.


Will dot for interest. I'll see about getting two made tonight.


Parkin Groud, Half-Orc Barbarian:
Parfin Groud
Half-Orc Barbarian 1
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3)
Fort +4, Ref +2, Will +0
Defensive Abilities orc ferocity
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Offense
--------------------
Speed 30 ft.
Melee earth breaker +5 (2d6+4/x3) and
shortsword +4 (1d6+3/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks rage
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Weapon Focus (earth breaker)
Traits heirloom weapon (proficiency), killer
Skills Acrobatics +3, Climb +4, Escape Artist -1, Fly -1, Intimidate +2, Knowledge (dungeoneering) +1, Perception +4, Ride -1, Stealth -1, Swim +0; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement
Other Gear Hide armor, Earth breaker, Light crossbow, Shortsword, Silver Blanche Cold Iron Bolts (50), Backpack (empty), Belt pouch (empty), Dungeoneering kit, Trail rations (6), Waterskin, 8 GP
--------------------
Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Killer Add weapon's critical modifier to its critical bonus damage.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Relkan Grait, Dwarf Inquisitor:
Relkan Grait
Dwarf Inquisitor 1
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
hp 11 (1d8+3)
Fort +5, Ref +2, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee light shield bash -2 (1d3+2) and
warhammer +2 (1d8+2/x3)
Ranged shortbow +1 (1d6/x3)
Special Attacks hatred, judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
Spell-Like Abilities
5/day—acid dart
Inquisitor Spells Known (CL 1st; concentration +3):
1st (2/day)—bless, cure light wounds
0 (at will)—daze (DC 12), create water, guidance, light, stabilize
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Statistics
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Str 14, Dex 12, Con 16, Int 11, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 13 (13 vs. bull rush, 13 vs. trip)
Feats Expanded Arcana
Traits gifted adept, grounded
Skills Acrobatics -2 (+0 trait on balance-related checks, -6 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb -2, Escape Artist -3, Fly -3, Heal +6, Intimidate +0, Knowledge (dungeoneering) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (religion) +4 (+6 to identify the abilities and weaknesses of creatures), Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -3, Sense Motive +3, Spellcraft +4, Stealth -3, Survival +6, Swim -2
Languages Common, Dwarven
SQ domains (caves), greed, hardy, judgement 1/day), monster lore +2, slow and steady, stability, stonecunning
Other Gear Hide armor, Light wooden shield, Shortbow, Silver Blanched Cold Iron Blunt Arrows (50), Warhammer, Backpack (empty), Belt pouch (empty), Dungeoneering kit, Trail rations (6), Waterskin, 50 GP, 5 SP
--------------------
Special Abilities
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Acid Dart (1d6+0) (5/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
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.
Gifted Adept (Cure Light Wounds) A chosen spell gets +1 CL.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grounded You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inquisitor Domain (Caves) Associated Domain: Earth
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

I use HeroLab so if you want those files just tell me where to send them.


Man... Rappan Athuk. I have been wanting to play this one for ages. I am definitely going to apply as soon as I can spare some time.


Ok then, so here they are:

Azamel: Aasimar/Zen Archer:

Azamel
Male Garuda-Blooded Aasimar (Plumekith) Monk (Zen Archer, Qinggong Monk) 1
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
--------------------
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 untyped)
hp 13 (1d8+5)
Fort +4, Ref +4, Will +5
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron brass knuckles +2 (1d3+2/×2) and
. . unarmed strike +2 (1d6+2/×2)
Ranged shortbow +2 (1d6/×3)
Special Attacks flurry of blows
Spell-Like Abilities
. . 1/day—see invisibility
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 11, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 17
Feats Improved Unarmed Strike, Perfect Strike, Precise Shot, Toughness
Traits outlander - exile, resilient
Skills Acrobatics +8, Fly +4, Knowledge (religion) +4, Perception +7, Stealth +6; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common
SQ ac bonus, unarmed strike
Other Gear Arrows (20), Blunt arrows (20), Cold Iron Brass knuckles, Shortbow, Silk rope, Trail rations (5), Waterskin, 10 GP, 5 SP
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20) (1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Helgash: Tiefling/Oracle going Paladin:

Helgash
Male Demon-Spawn Tiefling Oracle 1
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +2; +2 vs. death
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash -1 (1d4+3/×2) and
. . 2 claws +3 (1d4+3/×2) and
. . longspear +3 (1d8+4/×3) and
. . morningstar +3 (1d8+3/×2)
Ranged sling +0 (1d4+3/×2)
Oracle Spells Known (CL 1st; concentration +4):
1st (4/day)—protection from evil, cure light wounds, know the enemy
0 (at will)—stabilize, purify food and drink (DC 13), detect magic, guidance
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 12, Int 9, Wis 10, Cha 17
Base Atk +0; CMB +3; CMD 13
Feats Fey Foundling
Skills Diplomacy +7, Knowledge (religion) +3, Sense Motive +4
Languages Common, Infernal
SQ fiendish sprinter, mysteries (lore), oracle's curses (legalistic), prehensile tail, revelations (sidestep secret), vow to self
Other Gear Scale mail, Heavy steel shield, Longspear, Morningstar, Sling, Sling bullets (10), Backpack, masterwork (7 @ 14 lbs), Silk rope, Trail rations (5), Waterskin, 33 GP, 4 SP
--------------------
Special Abilities
--------------------
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fey Foundling Magical healing works better on you
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.


Off to a great start guys! I am very excited to see the submissions! Keep them coming!

Submitted Characters - Rappan Athuk


  • Combat Character
  • Elf Fighter - Torillan Ellandilas - Torillan
  • Human Fighter - Dobin Cur - Daniel Stewart
  • Half-Orc Barbarian - Parfin Groud - RyckyRych
  • Aasimar Monk (Zen Archer) - Azamel - Edeldhur

  • Skill Character
  • Race Class - Character Name - Player Name

  • Arcane Character
  • Elven Wizard (teleport) - Unamed the Unamed - markofbane
  • Theoretical Alchemist (Cryptbreaker) - Interested Party - psychicmachinery

  • Divine Character
  • Aasimar Oracle (metal) - Sienna Norim - blondebandit

Submitted Characters - Rappan Athuk On-deck Characters

  • Race Class - Character Name - Player Name
  • Human Ranger - Jericho Thame - blondebandit
  • Dwarf Cleric - Hama - Daniel Stewart
  • Dwarf Inquisitor - Relkan Grait - RyckyRych
  • Tiefling Oracle - Helgash - Edeldhur

  • Dwarf Ranger (Skirmisher) - Thorgrund Bronsssson - Torillan
  • Ratfolk Bard (archaeologist) - Unamed the Unamed - markofbane
  • Theoretical Inquisitor - Interested Party - psychicmachinery

I'm using Hero Lab to validate stuff, so this stuff is based on what it's telling me. Minor feedback/questions/discrepancies for specific players:

blondebandit:

For Sienna Norim you have calculated scale male (+5) but listed splint mail (+7). Not a problem, just a typo :) Your choice of the trait 'Eyes and Ears of the City' is for a worshiper of Abadar and may be slightly at odds with your CG alignment.

For Jericho Thame you have 1 unspent skill point. It doesn't look like you traded out Skilled for anything, so you have 1 more (7 total, not 6).

Edeldhur:

For Azamel you cannot have Zen Archer and Qinggong Monk archetypes on the same character. Though not expressly specified in the character creation guidelines, I will not accept Campaign traits from Adventure Path sources, so I'll need you to select something besides Outlander (exile), thanks.

@Edeldhur - for Helgash it looks like you've got 1 unspent skill point, and I don't see your traits.


GM - Mark Garringer:

Hello and thanks you for the feedback.

The Qinggong Monk + Zen Archer archetype combination has been the source for a lot of debate here on the Paizo forums, even though Herolab has issues with it. In many cases it is accepted, while in others it is not. If your ruling is that it is not acceptable, I'll just remove it.

As an alternative trait, I would chose Hermean Paragon -> It is a regional one, and actually seems to fit the loginc of the harmonic Zen Archer approach.

As for Helgash's traits, I would select Suicidal, and Purity of Faith - my bad, I forgot to add them in.

It seems we are severely missing submissions for skill characters. We are only allowed two submissions, correct? Cause I might think on building up such character. Though with a 15pt buy vs. Rappan Athuk... OUCH! ;)

Let me know if there are any further questions to clarify.


Edeldhur:
I've not had much cause to delve into multi-archetype situations, but my basic understanding is that you cannot replace the same ability twice. It looks like (on quick inspection as to why HL wasn't happy about it) that Diamond Body is replaced by both (at least). Thanks for being flexible on this though. Helgash still has 1 skill point to spend.

If anyone wishes to replace a submission with a different build I am ok with that up till character submissions close.

Liberty's Edge

I have HL files Mark..where do you want me to send my .por files? Also, as we do not yet have a skill monkey/trap spotter I might make another character to help out with this...but will reverse to my fighter if someone else make a rogue-like character...just want to make sure we cover all the bases!


Email an .por files to zizazat@gmail.com, thanks!


@GM:

Sienna - my bad on splint mail. Should be scale mail (can't afford splint mail) and change trait to Sacred Touch, should be much more aligned with my character.

Jericho - You're correct, Add point to climb (so climb +4).

This will all get fleshed out if I am chosen and make the various aliases. This is what I get for making characters to quickly, but this seems like an awesome campaign.


Here's my submission for a halfling cleric. She's definitely a support character, but hopefully a rather effective one that can help with the difficulty of Rappan Athuk. She uses the helpful trait along with her whip and the Aid Another ability to frequently give another character a +4 bonus to attack or AC. She can also give a character a Bit of Luck, allowing rerolls of d20s for 1 round. She has good defenses, and of course still has the usual cleric spells and channel energy.

Rose Silversting

Let me know if you need a second submission at this time.


blondebandit:
Not a problem at all, these are solid submissions.

Tazo:
Rose looks good! If you are chosen we'll worry about a 2nd submission then.


I am still deciding on this one.

I plan on running a game after the new year and don't want to over extend.

I will probably submit a rogue of some kind. nothing outrageous probably a straight forward rogue simple and basic.

maybe a level dip into fighter, but not likely.


Submitting my two characters:

Patrocles Stills, fetchling swashbuckler:
Patrocles Stills fetchling swashbuckler 1
CG male outsider (native)
Init. +4; Perception +3, Darkvision (60 ft.), Low-light vision (60 ft.)

Defense
AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 shield, +1 dodge)
HP: 10 (1d8+1+1)
Fort +1; Ref +5; Will -1
Defensive Abilities: Miss chance in dim light is 50%; Resist 5 (Cold, Electric)

Offense
Speed: 30 ft.
Melee shortspear +2 (1d6+1/x2)
Ranged shortspear +4 [20 ft.] (1d6+1/x2)
Special Abilities: +1 damage when flanking; if acting in surprise round, draw weapon as free action

Spell-like Abilities
Disguise Self [1/day]: Any humanoid

Supernatural Ability
Healing Surge [1/day; 9 HP]

Statistics
Str 12; Dex 16; Con 13; Int 10; Wis 8; Cha 16
Base Atk. +1; CMB +2, CMD 15
Feats: Dodge
Skills: Acrobatics +7, Climb +5, Intimidate +7, Perception +3, Stealth +2 (-1 check penalty for STR/DEX-based skills)
Traits: Armor Expert; On Guard
SQ: Panache (3/day); Deeds (Daring-do; Opportune Parry; Riposte; Recover)
Languages: Common
Gear: Shortspear [x3], Cold Iron Shortspear, Chain Shirt, Pathfinder’s Kit (a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone), 2 potions of Cure Light Wounds, Alchemist’s Fire [x4], 3gp

Allustan Stills, aasimar (emberkin) wizard:
Allustan Stills aasimar (emberkin) wizard 1
NG male outsider (native)
Init. +2; Senses: Darkvision (60 ft.), Perception +0

Defense
AC 10 [14 w/ mage armor], 10 [10] touch, 10 [14] flat-footed ([+4 armor])
HP 8 (1d6+2)
Fort +1, Ref +0, Will +3
Defensive Abilities: +2 on saves against death effects

Offense
Speed: 30 ft.
Melee Mwk Earthbreaker +4 (2d6+3/x3)
Ranged Hand of the Apprentice +6 (2d6+4/x3)

Spells (CL 1st; Concentration +5)
0th: all on Wizard List
1st (2/day+1 bonded item): Mage Armor, Grease (Ref 15), Stumble Gap (Ref 15), Burning Hands (Ref 15); Color Spray (Will 15), Burning Disarm (Ref 15), Enlarge Person

Spell-like Ability
Lesser Age Restoration [1/day]

Supernatural Ability
Healing Surge [1/day; 7 HP]

Statistics
Str 16; Dex 10; Con 12; Int 18; Wis 11; Cha 10 (w/ Lesser Age Restoration, can be cast daily as spell-like ability)
Base Atk. +0; CMB +3, CMD 13
Feats: Point-Blank Shot, Scribe Scroll
Skills: Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Spellcraft +8
Traits: Heirloom Weapon, Reactionary
SQ: Hand of the Apprentice (7/day), Universalist, Bonded Item (Earth breaker)
Languages: Common, Draconic, Elven, Sylvan
Gear: Mwk earthbreaker; Wizard’s Kit (backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (x10), trail rations (x5), waterskin), Scrolls (Mage Armor [x2], Color Spray [x2], Enlarge Person [x2]), 8 gp

Sczarni

Primary:
Miette
Will reskin with 11/15/13/13/10/13 and appropriate background when applicable.

Secondary:
Will submit once approved then to optimize group. If you'd like to see options scroll Miette's alias tab.

Thank you


This is Lucendar and I am throwing my hat into the ring with Jericho - Human Fighter (see profile). I see him as a soldier/bodyguard type, perhaps investigating the Temple for a patron. He's intelligent and accomplished with his halberd and not a brute. He is proud of his profession. Note he has 40 gp to buy food and basic equipment, which I will add if chosen.

Secondary character would be some halfling roguish type, if needed. Will stat him up if chosen.


Update, based on the Revised Advanced Class Guide Playtest:

Patrocles Stills:
Patrocles Stills fetchling swashbuckler 1
CG male outsider (native)
Init. +4; Perception +3, Darkvision (60 ft.), Low-light vision (60 ft.)

Defense
AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 shield, +1 dodge)
HP: 12 (1d10+1+1)
Fort +1; Ref +5; Will -1
Defensive Abilities: Miss chance in dim light is 50%; Resist 5 (Cold, Electric)

Offense
Speed: 30 ft.
Melee shortspear +4 (1d6+1/x2)
Ranged shortspear +4 [20 ft.] (1d6+1/x2)
Special Abilities: +1 damage when flanking; if acting in surprise round, draw weapon as free action

Spell-like Ability
Disguise Self [1/day]: Any humanoid

Supernatural Ability
Healing Surge [1/day; 11 HP]

Statistics
Str 12; Dex 16; Con 13; Int 10; Wis 8; Cha 16
Base Atk. +1; CMB +2, CMD 15
Feats: Dodge
Skills: Acrobatics +7, Climb +5, Intimidate +7, Perception +3, Stealth +2 (-2 check penalty for STR/DEX-based skills)
Traits: Armor Expert; On Guard
SQ: Panache (3/day); Deeds (Derring-do; Dodging Panache; Opportune Parry and Riposte); Swashbuckler Finesse
Languages: Common
Gear: Shortspear [x3], Cold Iron Shortspear, Chain Mail, Buckler Pathfinder’s Kit (a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone; 2 potions of Cure Light Wounds, Alchemist’s Fire [x4], 3gp


Cast of Characters - Rappan Athuk

I am going to start putting an Approved tag after characters which have been submitted and I've run through Hero Lab. Approved does not mean you have a seat at the table yet, but it does mean you have made it to the Bullpen Queue at the very least. If you use Hero Lab you can email me the .por file: zizazat@gmail.com which will help speed up the approval. Otherwise I'm processing them as my time allows.


  • Combat Character (5/6)
  • 1. Human Fighter - Dobin Cur - Daniel Stewart Approved
  • 2. Half-Orc Barbarian - Parfin Groud - RyckyRych Approved
  • 3. Aasimar Monk (Zen Archer) - Azamel - Edeldhur Approved
  • 4. Fetchling Swashbucker - Patrocles Stills - Seamus Greenbottle Approved
  • 5. Human Fighter - Jericho Greywind - Lucendar

  • Elf Fighter - Torillan Ellandilas - Torillan Unsubmitted

  • Skill Character (1/1)
  • 1. Gnome Rogue - Miette Thermogauge - Susan Reierg

  • Arcane Character (0/2)
  • Race Class - Character Name - Player Name

  • Elven Wizard (teleport) - Unamed the Unamed - markofbane Unsubmitted
  • Theoretical Alchemist (Cryptbreaker) - Interested Party - psychicmachinery Unsubmitted

  • Divine Character (2/2)
  • 1. Aasimar Oracle (metal) - Sienna Norim - blondebandit Approved
  • 2. Halfling Cleric (Calistra) - Rose Silversting - Tazo Approved

Cast of Characters - Rappan Athuk On-deck Characters

    Unsubmitted characters on this list are not a concern at this time. Only if chosen will you be required to submit an on-deck character.

  • Race Class - Character Name - Player Name
  • 1. Human Ranger - Jericho Thame - blondebandit Approved
  • 2. Dwarf Cleric - Hama - Daniel Stewart Approved
  • 3. Dwarf Inquisitor - Relkan Grait - RyckyRych Approved
  • 4. Tiefling Oracle - Helgash - Edeldhur Approved
  • 5. Unknown Class - Tazo's 2nd - Tazo Unsubmitted
  • 6. Aasimar Wizard - Allustan - Seamus Greenbottle
  • 7. Unknown Class - Susan's 2nd - Susan Reierg Unsubmitted
  • 8. Unknown Class - Lucendar's 2nd - Lucendar Unsubmitted

  • Dwarf Ranger (Skirmisher) - Thorgrund Bronsssson - Torillan Unsubmitted
  • Ratfolk Bard (archaeologist) - Unamed the Unamed - markofbane Unsubmitted
  • Theoretical Inquisitor - Interested Party - psychicmachinery Unsubmitted


Otho Batharna, Crypt-Breaking Alchemist:

Otho Batharna

Male half-elf alchemist (crypt breaker) 1
CG medium humanoid (human, elf)
Init +4; Senses low-light vision; Perception +6(+7)

-Defense--------------------

AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)
hp 10 (1d8+1+1)
Fort +3, Ref +4, Will +0

-Offense--------------------

Spd 30ft.
Melee dagger +0 1d4 (19-20/x2) (P or S) (2gp, 1 lb)
Ranged light crossbow +2 1d8 (19-20/x2) P, 80 ft., (35gp, 4 lbs),
or dagger +2 1d4 (19-20/x2) (P or S), 10 ft.,
or splash weapon +2 vs. touch AC, 10ft.
Special Attacks
Alkahest Bomb (4/day) +2(+3) vs. touch AC, 1d8+3+4 splash (acid) vs. constructs / corporeal undead, 1d4+3+4 splash vs. others
Extracts Prepared (CL 1st)

1st -

-Statistics--------------------
Str 11, Dex 14, Con 12, Int 17, Wis 10, Cha 10
Base Atk +0; CMB +0; CMB 12
Feats Point Blank Shot, Skill Focus (Disable Device), Throw Anything
Skills Acrobatics +2, Appraise +3, Bluff +0, Climb +0, Craft(alchemy) +8, Diplomacy +0, Disable Device +10, Disguise +0, Escape Artist +2, Fly +2, Handle Animal +0, Heal +0, Intimidate +0, Kn(arcana)+7, Kn(nature) +7, Perception +6(+7), Perform +0, Profession +0, Ride +2, Sense Motive +0, Spellcraft +7, Stealth +2, Survival +0, Swim +0. UMD +4
Traits Reactionary (+2 Initiative), Strong Arm, Supple Wrist (+10’ range to thrown weapons when moving 10’ or more)
Languages Common, Elven, 3 more
SQ Alchemy (Su), Alkahest Bombs (Su), Crypt Breaker’s Draught (Su), Trap Finding, Adaptability (Skill Focus Disable Device), Keen Senses, Elf-Blood, Multi-Talented
Gear
Formulae
1st-cure light wounds, expeditious retreat, identify, reduce person, true strike

Hey GM, curious if Alchemist counts as a spellcasting class for purposes of the arcane training alternate half-elf racial trait. If so, I will swap it out for multi-talented. If not, let me know, thanks.

Also, any suggestions on good languages for this dungeon?

Half-orc inquisitor to follow.


Here is the primary character submission for markofbane: Kwin Avassar, the elven wizard (conjurer, teleport subschool). His stats and background are in his profile. Thanks!


psychicmachinery:
My off the cuff answer would be no, based on this: http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9qdk FAQ question. Your traits are both Combat traits, and you can only select one of any given type. As you mentioned, you need 3 additional languages (draconic, goblin, gnoll, orc, undercommon, etc, even gnome, dwarf or halfling might come in handy). Your gear is listed as blank, but you've got some armor and weapons and seemingly disable device tools factored into your stats.

Jericho Greywind:
You do not appear to have 2 traits selected.

EDITED


Primary character: Mesoch, Oread/Inquisitor:

Mesoch, Lawful Neutral Oread Inquisitor of Abadar 1

Str 16 (5 pts +2 Racial)
Dex 10 (0 pts)
Con 14 (5 pts)
Int 10 (0 pts)
Wis 16 (5 pts +2 Racial)
Cha 8 (0 pts -2 Racial)

Fort +4 (+2 base, +2 Con)
Ref +0 (+0 base, +0 Dex)
Will +6 (+2 base, +3 Wis, +1 trait)
HP 11 (8 base, +2 Con, +1 FC)
AC 16 / Touch 10 / FF 16(10 base, +5 armor, +0 Dex, +1 Natural Armor)
Init +2 (+2 trait)
Spd 30' (20' base +10' Travel)
BAB +0
CMB +3
CMD 13

Attacks:
Longspear +3 (1d8+5, x3, brace, reach)
Morningstar +3 (1d8+3, x2, cold iron)
Sickle +3 (1d6+2, x2, trip, silver)
Longbow +0 (1d8, x3, 100ft)

Languages: Common, Terran

Oread Racial Abilities:
Darkvision 60'
Native Outsider
Crystalline Form: +2 AC vs. rays, Deflect Arrows vs. 1 ray / day
Granite Skin: +1 Natural Armor
Treacherous Earth: 10'radius area becomes difficult terrain 1/day, 1 minute duration

Inquisitor Class Abilities:
Weapon and Armor Proficiency: Simple weapons, Hand Crossbow, Repeating Crossbow, Longbow, Shortbow. Light, Medium Armor, Shields.
Travel Domain: +10' speed, Ignore difficult terrain for 6 rounds/day
Judgment 1/day
Monster Lore: +Wis to Knowledge checks to identify monsters
Stern Gaze: +1 morale bonus to Intimidate, Sense Motive
Healing Surge: 1d8+2

Feats:
Echoes of Stone: Oread. +4 Perception underground, +4 Survival to prevent getting lost undergraound.

Skills:
Climb +7 (1 rank, +3 class, +3 Str)
Intimidate +8 (1 rank, +3 class, +3 Wis, +1 morale)
Knowledge(Dungeoneering) +4 (1 rank, +3 class, +0 Int)
Knowledge(Religion) +4 (1 rank, +3 class, +0 Int)
Perception +7 (1 rank, +3 class, +3 Wis)
Sense Motive +4 (+3 Wis, +1 morale)
Survival +7 (1 rank, +3 class, +3 Wis)

Traits:
Reactionary: +2 Initiative
Indomitable Faith: +1 Will

Spells Known:
Level 0: Detect Magic, Read Magic, Guidance, Light
Level 1: Divine Favor, Expeditious Retreat

Equipment:
Scale Mail (50 gp, 30 lbs)
Longspear (5 gp, 9 lbs)
Cold Iron Morningstar (16 gp, 6 lbs)
Silver Sickle (26 gp, 2 lbs)
Longbow (75 gp, 3 lbs)
20 arrows (1 gp, 3 lbs)
2 Trip Arrows (50 gp, 0 lbs)
Iron Holy Symbol (5 gp, 1 lb)
Spell Component Pouch (5 gp, 2 lbs)
Bedroll (1 sp, 5 lbs)
Blanket (5 sp, 3 lbs)
Hemp Rope 50' (1 gp, 10 lbs)
10 days' rations (5 gp, 10 lbs)
Explorer's Outfit

Total encumbrance: 84 lbs

Carrying Capacity: Light 0-76, Medium 77-153, Heavy 154-230

Mesoch has beeen dispatched by the Church of Abadar to explore the ruins in the Mwangi Expanse and return any important relics and artifacts to Abadar's safe keeping.


On Deck: Ruby Plutonix, Gnome/Sorcerer:

Ruby Plutonix, Gnome Neutral Good Deep Earth Sorcerer 1

Str 10 (2 pts -2 Racial)
Dex 12 (2 pts)
Con 14 (2 pts +2 Racial)
Int 12 (2 pts)
Wis 10 (0 pts)
Cha 17 (7 pts +2 Racial)

Fort +2 (+0 base, +2 Con)
Ref +1 (+0 base, +1 Dex)
Will +2 (+2 base, +0 Wis)
HP 9 (6 base, +2 Con, +1 FC)
AC 12 / Touch 12 / FF 11 (10 base, +1 size, +1 Dex)
Init +2 (+1 Dex, +1 trait)
Spd 20' (20' base)
BAB +0
CMB -1
CMD 10

Languages: Common, Gnome, Sylvan, Goblin

Attacks:

Gnome Racial Abilities:
Small Size
Low-Light Vision
Bond to the Land (Underground): +2 dodge bonus to AC when underground
Keen Senses: +2 Perception
Academician: +2 Knowledge(Engineering)
Magical Linguist: +2 save vs. language-dependent or glyph/symbol magic, and +1 DC for same. Cast 1/day: arcane mark, comprehend languages, message, read magic.
Weapon Familiarity: Gnome weapons are Martial.

Sorcerer Class Abilities:
Eschew Materials
Deep Earth Arcana: +1 DC for spells cast underground
Tremor: Trip target within 30', +4 CMB, 6/day

Feats:
Eschew Materials
Skill Focus: Knowledge(Engineering)

Skills:
Knowledge(Arcana) +2 (+1 Int, 1 trait)
Knowledge(Engineering) +11 (1 rank, +3 class, +1 Int, +2 racial, +1 trait, +3 feat)
Spellcraft +5 (1 rank, +3 class, +1 Int)
Perception +2 (+0 Wis, +2 racial)
Use Magic Device +7 (1 rank, +3 class, +3 Cha)
Stealth +5 (+1 Dex, +4 size)
Escape Artist +2 (+1 Dex, +1 trait)

Traits:
Mathematical Prodigy: +1 to Knowledge(Arcana) and Knowledge(Engineering), Knowledge(Engineering) is a class skill
Rapscallion: +1 Escape Artist and +1 Initiative

Spells Known:
Level 0: detect magic, light, mage hand, mending
Level 1: color spray, ray of enfeeblement

Equipment:
Morningstar (8 gp, 3 lbs)
Light Crossbow (35 gp, 2 lbs)
20 bolts (2 gp, 1 lb)
50' silk rope (10 gp, 5 lbs)
Mirror (10 gp, 0.5 lbs)
Backpack (2 gp, 0.5 lbs)

53 gp

Encumbrance 12 lbs


Given that Orcs would seem to fall into the same "kill on sight" category as goblins, I wanted to know how whether you would consider a half-orc scarred witch doctor as a bullpen character. Not saying I'd do it for sure, but it seemed somewhat appropriate for a game set in the Mwangi Expanse.

If not, perhaps an alternative would be a half-orc shaman - same conceptual character despite the different mechanics.


Cast of Characters - Rappan Athuk

I am going to start putting an Approved tag after characters which have been submitted and I've run through Hero Lab. Approved does not mean you have a seat at the table yet, but it does mean you have made it to the Bullpen Queue at the very least. If you use Hero Lab you can email me the .por file: zizazat@gmail.com which will help speed up the approval. Otherwise I'm processing them as my time allows.


  • Combat Character (5/6)
  • 1. Human Fighter - Dobin Cur - Daniel Stewart Approved
  • 2. Half-Orc Barbarian - Parfin Groud - RyckyRych Approved
  • 3. Aasimar Monk (Zen Archer) - Azamel - Edeldhur Approved
  • 4. Fetchling Swashbucker - Patrocles Stills - Seamus Greenbottle Approved
  • 5. Human Fighter - Jericho Greywind - Lucendar

  • Elf Fighter - Torillan Ellandilas - Torillan Unsubmitted

  • Skill Character (1/1)
  • 1. Gnome Rogue - Miette Thermogauge - Susan Reierg Approved

  • Arcane Character (2/2)
  • Half-elven Alchemist (Crypt breaker) - Otho Batharna - psychicmachinery
  • Elven Wizard (conjurer) - Kwin Avassar - markofbane

  • Divine Character (3/3)
  • 1. Aasimar Oracle (metal) - Sienna Norim - blondebandit Approved
  • 2. Halfling Cleric (Calistra) - Rose Silversting - Tazo Approved
  • 3. Oread Inquisitor - Mesoch - Wrong John Silver Approved

Cast of Characters - Rappan Athuk On-deck Characters

    Unsubmitted characters on this list are not a concern at this time. Only if chosen will you be required to submit an on-deck character.

  • Race Class - Character Name - Player Name
  • 1. Human Ranger - Jericho Thame - blondebandit Approved
  • 2. Dwarf Cleric - Hama - Daniel Stewart Approved
  • 3. Dwarf Inquisitor - Relkan Grait - RyckyRych Approved
  • 4. Tiefling Oracle - Helgash - Edeldhur Approved
  • 5. Unknown Class - Tazo's 2nd - Tazo Unsubmitted
  • 6. Aasimar Wizard - Allustan - Seamus Greenbottle
  • 7. Unknown Class - Susan's 2nd - Susan Reierg Unsubmitted
  • 8. Unknown Class - Lucendar's 2nd - Lucendar Unsubmitted
  • 9. Half-orc Inquisitor - Interested Party - psychicmachinery Unsubmitted
  • 10. Gnome Sorcerer - Ruby Plutonix - Wrong John Silver

  • Dwarf Ranger (Skirmisher) - Thorgrund Bronsssson - Torillan Unsubmitted
  • Ratfolk Bard (archaeologist) - Unamed the Unamed - markofbane Unsubmitted

Otho Batharna:
Your traits are both Combat traits, and you can only select one of any given type. As you mentioned, you need 3 additional languages (draconic, goblin, gnoll, orc, undercommon, etc, even gnome, dwarf or halfling might come in handy). Your gear is listed as blank, but you've got some armor and weapons and seemingly disable device tools factored into your stats.]Your traits are both Combat traits, and you can only select one of any given type. As you mentioned, you need 3 additional languages (draconic, goblin, gnoll, orc, undercommon, etc, even gnome, dwarf or halfling might come in handy). Your gear is listed as blank, but you've got some armor and weapons and seemingly disable device tools factored into your stats.

Jericho Greywind:
You do not appear to have 2 traits selected.

Kwin Avassar:
It looks like you have more 1 language from your rank in Linguistics to select. Longbow/shortbow discrepancy in Ranged attack vs. Gear.

Tazo - either of your half-orc concepts could be great character additions.


GM:

I spent six ranks on Mesoch. I included Sense Motive (which has no ranks) because I receive a bonus to it that I might forget otherwise.


Interested - will post a character within 24 hrs


Mesoch:
Ah ha! I see that now, thanks :) Approved


GM Mark Garringer:

I'll swap Elven Reflexes for Reactionary (Half-Elf Racial trait, does the same thing), and take Draconic, Undercommon and Abyssal as languages. I'll get my gear put together and submit an updated statblock. Quick question on crafting, specifically alchemy. Can I use my craft alchemy skill to pay half price for alchemical items for starting gear?


GM Mark:
2 Traits: Threatening Defender and Brave


GM Mark:
Shortbow is the correct weapon and I've updated it on his offensive data line. Thanks!

Regarding languages... He has Common and Elven as base racial languages, added Draconic, Celestial and Slyvan as his bonus languages for intelligence and Abyssal for one rank in Linguistics. So I think he is set. If he is due another language, I think I'd go for Aklo next.


Just to clarify to everyone, Craft skills cannot be used by characters prior to the beginning of the game to extend your gear purchases. Thanks!


So GM-Mark, are we stocked on "skills" characters, or should I hit the drawing board? ;)


I will accept any and all submissions until such time as I decide the party composition. If anyone wants to replace a submission of one character with another that's fine with me.

How's that for a non-answer answer? :)


I guess it is as non-answering as can be :D


Updated Statblock for Otho Batharna

Half-Elf Alchemist (Crypt Breaker):

Otho Batharna
Male half-elf alchemist (crypt breaker) 1
CG medium humanoid (human, elf)
Init +4; Senses low-light vision; Perception +6(+7)
-Defense--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)
hp 10 (1d8+1+1)
Fort +3, Ref +4, Will +0
-Offense--------------------
Spd 30ft.
Melee dagger +0 1d4 (19-20/x2) (P or S) (2gp, 1 lb)
Ranged light crossbow +2 1d8 (19-20/x2) P, 80 ft., (35gp, 4 lbs),
or dagger +2 1d4 (19-20/x2) (P or S), 10 ft.,
or splash weapon +2 vs. touch AC, 10ft.
Special Attacks
Alkahest Bomb (4/day) +2(+3) vs. touch AC, 1d8+3 (+4 splash) (acid) vs. constructs / corporeal undead, 1d4+3 (+4 splash) vs. others
Extracts Prepared (CL 1st)
1st -
Draught Prepared Darkvision 60’ (10 minutes)
-Statistics--------------------
Str 11, Dex 14, Con 12, Int 17, Wis 10, Cha 10
Base Atk +0; CMB +0; CMB 12
Feats Point Blank Shot, Skill Focus (Disable Device), Throw Anything
Skills Acrobatics +2, Appraise +3, Bluff +0, Climb +0, Craft(alchemy) +8, Diplomacy +0, Disable Device +10, Disguise +0, Escape Artist +2, Fly +2, Handle Animal +0, Heal +0, Intimidate +0, Kn(arcana)+7, Kn(nature) +7, Perception +6(+7), Perform +0, Profession +0, Ride +2, Sense Motive +0, Spellcraft +7, Stealth +2, Survival +0, Swim +0, UMD +4
Traits Elven Reflexes (+2 Initiative), Strong Arm, Supple Wrist (+10’ range to thrown weapons when moving 10’ or more)
Languages Common, Elven, Draconic, Abyssal, Undercommon
SQ Alchemy (Su), Alkahest Bombs (Su), Crypt Breaker’s Draught (Su), Trap Finding, Adaptability (Skill Focus Disable Device), Keen Senses, Elf-Blood, Multi-Talented (Alchemist, Fighter)
GearThieves’ tools, alchemy crafting kit, formula book, leather armor, dagger, light crossbow, 10 bolts, masterwork backpack, belt pouch, blanket, candle, canteen, chalk, ear plugs, flint & steel, whetstone, sunrod, torch, tindertwig, 1 flask acid, 19gp, 4 sp, 2 cp
Formulae
1st-cure light wounds, expeditious retreat, identify, reduce person, true strike

Background
Trained by the finest tutors in Sothis, this fourth son of minor Osiriani nobility has a keen intellect and true love of knowledge. Unfortunately, his nearly obsessive curiosity led him to poke his nose into the wrong places. Disgraced and disowned, young Otho has fled to the Mwangi Expanse in search of new reagents, and hidden treasure in the jungle.

Appearance
Otho is slight and lithe, of middling height, olive skin, and glossy black hair, and rich brown eyes. He is good looking but lacks self-confidence. Only the small points on his ears betray the elven heritage many generations back in his family tree.


While I don't quite have my characters done at this point in time, I did want to express my interest. Currently I am looking at applying with the following two characters.

  • Adanel: Human/Fighter (Two-Handed Fighter)
  • Indy: Halfling/Bard (Archaeologist)

Adanel was raised by Dwarves, and just like a Dwarf, he can put up one hell of a fight if you want to try going toe to toe with him. He prefers to keep some distance between himself and everyone else so that he can use his Lucerne Hammer to its full potential, however he is not opposed to getting up close and personal with his greatsword which he keeps a keen edge on through the use of his whetstone.

Indy on the other hand is a devout follower of Desna and his uncanny luck seems to show that Desna rather favors him as well. While he enjoys new experiences and sharing tales with new friends, he does not care for violence. However, do not let that simple fact mislead you for Indy has a knack for hitting his target with his trusty crossbow even though it sometimes seems to richochet off a wall or pan before getting there.

Sczarni

Miette's alternate:

Aldo Nova

.por file sent.

Thank you,


Captain Fremont:
I assume Adanel is your primary submission and Indy is your on-deck?


Your assumption is correct. I should have completed builds done for you by the end of tomorrow if that is okay.


Here's where we stand currently folks! Still lots of room for interesting submissions (especially outside the Combat Character category)

Cast of Characters - Rappan Athuk

I am going to start putting an Approved tag after characters which have been submitted and I've run through Hero Lab. Approved does not mean you have a seat at the table yet, but it does mean you have made it to the Bullpen Queue at the very least. If you use Hero Lab you can email me the .por file: zizazat@gmail.com which will help speed up the approval. Otherwise I'm processing them as my time allows.


  • Combat Character (5/7)
  • 1. Human Fighter - Dobin Cur - Daniel Stewart Approved
  • 2. Half-Orc Barbarian - Parfin Groud - RyckyRych Approved
  • 3. Aasimar Monk (Zen Archer) - Azamel - Edeldhur Approved
  • 4. Fetchling Swashbucker - Patrocles Stills - Seamus Greenbottle Approved
  • 5. Human Fighter - Jericho Greywind - Lucendar Approved

  • Elf Fighter - Torillan Ellandilas - Torillan Unsubmitted
  • Human Fighter - Adanel - Captain Fremont Unsubmitted

  • Skill Character (1/1)
  • 1. Gnome Rogue - Miette Thermogauge - Susan Reierg Approved

  • Arcane Character (2/2)
  • Half-elven Alchemist (Crypt breaker) - Otho Batharna - psychicmachinery Approved
  • Elven Wizard (conjurer) - Kwin Avassar - markofbane Approved

  • Divine Character (3/3)
  • 1. Aasimar Oracle (metal) - Sienna Norim - blondebandit Approved
  • 2. Halfling Cleric (Calistra) - Rose Silversting - Tazo Approved
  • 3. Oread Inquisitor - Mesoch - Wrong John Silver Approved

Cast of Characters - Rappan Athuk On-deck Characters

    Unsubmitted characters on this list are not a concern at this time. Only if chosen will you be required to submit an on-deck character.

  • Race Class - Character Name - Player Name
  • 1. Human Ranger - Jericho Thame - blondebandit Approved
  • 2. Dwarf Cleric - Hama - Daniel Stewart Approved
  • 3. Dwarf Inquisitor - Relkan Grait - RyckyRych Approved
  • 4. Tiefling Oracle - Helgash - Edeldhur Approved
  • 5. Unknown Class - Tazo's 2nd - Tazo Unsubmitted
  • 6. Aasimar Wizard - Allustan - Seamus Greenbottle
  • 7. Half-elf Ranger - Aldo Nova - Susan Reierg Approved
  • 8. Unknown Class - Lucendar's 2nd - Lucendar Unsubmitted
  • 9. Half-orc Inquisitor - Interested Party - psychicmachinery Unsubmitted
  • 10. Ratfolk Bard (archaeologist) - Unamed the Unamed - markofbane
    Unsubmitted
  • 11. Gnome Sorcerer - Ruby Plutonix - Wrong John Silver

  • Dwarf Ranger (Skirmisher) - Thorgrund Bronsssson - Torillan Unsubmitted
  • Halfling Bard (Archaeologist) - Indy - Captain Fremont Unsubmitted

Dark Archive

Felix Nin (Taldan Investigator):

Male Human (Taldan) Investigator 1
NG Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +2; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee shortsword +0 (1d6/19-20/×2)
Ranged shortbow +2 (1d6/×3)
Investigator Spells Prepared (CL 1st; concentration +4):
1st (2/day)—shield, enlarge person (DC 14)
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 12, Int 17, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Point-Blank Shot, Precise Shot
Traits courageous, watching taldor
Skills Acrobatics +5, Appraise +7, Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Perception +4 (+5 to locate traps), Spellcraft +7, Stealth +5, Use Magic Device +4; Racial Modifiers alchemy
Languages Common, Draconic, Dwarven, Giant
SQ inspiration, trapfinding +1
Other Gear Studded leather armor, Arrows (40), Shortbow, Shortsword, Dungeoneering kit, Rogue's kit, 18 GP
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Courageous +2 save vs. fear.
Inspiration (+1d6) (3/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Watching Taldor During surprise round may draw weapons as a free action.

Zugthugula (Half-Orc/Mystic Bloodrager):

Male Half-Orc (Mystic) Bloodrager 1
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 13 (1d10+3)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee battleaxe +3 (1d8+5/×3) and
halberd +3 (1d10+7/×3)
Ranged longbow +1 (1d8/×3)
Special Attacks bloodrage, claws
Bloodrager Spells Known (CL 0; concentration +4):
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +3; CMD 14
Feats Endurance, Eschew Materials, Power Attack
Traits reactionary, unbreakable hate
Skills Climb +3, Perception +4, Spellcraft +4, Survival +4
Languages Common, Orc
SQ bloodlines (draconic [red dragon [fire]]), fast movement
Other Gear Scale mail, Arrows (40), Battleaxe, Halberd, Longbow, 3 GP
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw atacks deal 1d6 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance (Shaman's Apprentice) +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Liberty's Edge

Finally finalizing my submission. Spoilers look a bit funny because Brognir has his familiar's block sub-spoilered, and the code doesn't seem to work if the initial tag has an associated title.

Primary: Brognir Glassgrey, Dwarf Shaman

Spoiler:

Brognir Glassgrey
Male dwarf shaman 1
NG medium humanoid (dwarf)
Init +10; Senses darkvision 60 ft.; Perception +6; +2 bonus to Perception when within reach of familiar (included), +2 racial bonus to Perception to notice unusual stonework and receive such checks automatically within 10 ft.
Favored Class Shaman (+1 hp)

--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +4 racial vs. giants)
hp 11 (1d8+2+1)
Fort +2, Ref +3, Will +5; +2 racial bonus and +1 trait bonus to all saves vs. poisons, spells, and spell-like abilities

--------------------
Offense
--------------------
Base Atk +0; CMB +0; CMD 12; +1 racial bonus to attack rolls vs. orcs and goblinoids, +4 racial bonus to CMD to resist bull rush or trip maneuvers on ground
Speed 20 ft.

Melee
Battleaxe +0 (1d8/x3)
Dagger +0 (1d4/19-20/x2)

Ranged
Light crossbow +2 (1d8/19-20/x2)

Splash
Alchemist’s fire +2 (1d6, splash 1, burn 1d6)

Spell-Like Abilities
Stardust (Sp): As a standard action, the shaman can cause stardust to materialize around one creature within 30 feet, causing the target to shed light as a candle at take a -1 penalty on attack rolls and Perception checks for 1 round. Sightless creatures cannot be affected by this ability. The shaman may use this ability 3 times per day. (Advanced Class Guide Playtest, p. 27)

Spells Prepared
Orisons (unlimited)
Detect Magic, Guidance, Create Water

1st level (DC 14)
Cure Light Wounds, Sleep

Spirit Magic Spells
1st level (1/day) (DC 14)
Color Spray

--------------------
Statistics
--------------------

Str 10 Dex 14 Con 14 Int 10 Wis 16 Cha 11

Feats
Improved Initiative: You get a +4 bonus on Initiative checks.

Traits
Glory of Old: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Grounded: You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Skills Heal +7, Know (planes) +4, Know (religion) +4, Perception +4; Special +2 racial bonus on Knowledge checks concerning dwarves and their enemies and can make such checks untrained, +2 trait bonus on balance-related Acrobatics checks; +2 bonus on Perception checks to notice unusual stonework, and receive such checks passively

Languages Common, Dwarven

SQ orisons, shaman’s familiar, spirit (heavens), spirit magic

Combat Gear Battleaxe, light crossbow, crossbow bolts (20), cold iron dagger, kikko, alchemist’s fire (3)

Other Gear Pathfinder’s kit (bedroll and rations usually left at camp), silk rope 50 ft., butterfly net, earplugs, chalk (7), marbles, drill, oil (3), spring-loaded wrist sheath (with cold iron dagger), vermin repellent, silver weapon blanch, 1 gp

Encumbrance 64.6 lbs (medium)
--------------------
Tracked Resources
--------------------
1st level prepared spells: Cure Light Wounds, Sleep
1st level spirit spells: 1/1
Stardust (Sp) uses per day: 3/3

--------------------
Special Abilities
--------------------
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Spirit Familiar: The flesh of the shaman’s familiar accurately reflects the stars that would be visible in the night sky, no matter where the familiar is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the familiar already has a fly speed, it instead increases its fly speed by 10 feet. When it uses this ability to fly, a small nimbus of light surrounds it
Rabbit Familiar: Master gains a +4 bonus on Initiative checks.

**********

Familiar:

Rabbit Familiar
N Tiny magical animal
Init +3; Senses low-light vision; Perception +5

--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural armor)
hp 5 (1 HD)
Fort +1, Ref +5, Will +3

--------------------
Offense
--------------------
Speed 50 ft., Fly 5 ft.
Melee bite +3 (1d3–4)
Space 2-1/2 ft., Reach 0 ft.

--------------------
Statistics
--------------------

Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Run
Skills Heal +2, Know (religion) -1, Know (planes) -1, Perception +5, Stealth +15; Racial Modifiers +8 Acrobatics when jumping

--------------------
Special Abilities
--------------------
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.


Backup: Zrair, Catfolk Alchemist (Vivisectionist)

Spoiler:

Zrair
Male Catfolk Vivisectionist 1
N Medium humanoid (catfolk)
Init +3; Senses scent; Perception +3
Favored Class Alchemist +1 hp

===== Defense =====
AC 17, touch 13, flat-footed 14; (armor +4, Dex +3)
hp 11 (1d8+2+1)
Fort +4, Ref +5, Will -1 (+2 vs. poison)
Defensive Abilities Cat's Luck

===== Offense =====
Spd 30 ft., climb 20 ft.
Melee claw +3 (1d4) (x2), cold iron dagger +3 (1d4/19-20), alchemical silver dagger +3 (1d4/19-20)
Ranged sling +3 (1d4)
Splash alchemist's fire +4 (1d6+2 fire, 3 splash)
Special Attacks sneak attack +1d6, mutagen (+4 Dex, -2 Wis, +2 natural armor, 10 minutes)

Formulae Known
1st--Anticipate Peril, Cure Light Wounds, Shield, True Strike
Extracts Prepared (Alchemist CL 1nd)
1st--Cure Light Wounds, Shield

===== Statistics =====
Str 10, Dex 16, Con 14, Int 14, Wis 8, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse, Brew Potion, Throw Anything
Traits Highlander, Secret Knowledge (religion)
Skills Disable Device +4, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (religion) +8, Perception +3, Stealth +6

Languages Common, Catfolk, Goblin, Sylvan
SQ alchemy (alchemy crafting +1, identify potions), brew potion, mutagen, sneak attack +1d6, throw anything
Gear Chain shirt, cold iron dagger, alchemist’s fire (2), traveling formula book, chalk (10), earplugs, fishhook, flint and steel, parchment (5), bandolier, magnet, sack, 22 gp, 6 sp, 7 cp

===== Special Abilities =====
Cat's Claws (racial) Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.
Cat's Luck (Ex, racial) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Climber Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Scent Catfolk with this racial trait gain the scent ability. (Racial)
Secret Knowledge (trait) When you initially take this trait, it has no effect. At any point thereafter, before making a check, you may choose one Knowledge skill. You gain a permanent +2 trait bonus on checks for that skill, and it becomes a class skill for you. Once this skill is chosen, it cannot be changed. Note: Set to Knowledge (religion).
Highlander (trait) You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you. This trait bonus increases to +2 in hills or rocky areas.
Weapon Finesse (feat) With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

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