Rappan Athuk Old School

Game Master brvheart

Initiative Order:

Katzor
Elathras
Irenicus
Mitleid
Gruk
Beltin
Gnolls

Rappan Athuk Player's Will


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Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

So, with more loot of a non monetary nature, I was wondering what the existing party division rules are? Obviously with cash it is equal splits, but for items, especially if we come across a particularly powerful one?


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

In the past people claimed what the needed; or it was decided who needed or could use the item the most. If they couldn't agree they rolled for it.

Things that folks weren't using got sold.

This is a totally new group so we can do whatever seems best.


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

where are we keeping track of items found?

Grand Lodge

Male Dwarf Cleric/6

I gained a level, here's my updated sheet:

Unnamed Hero
No race
Medium
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10 (can't be tripped)
Languages Common
--------------------
Special Abilities
--------------------

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

Thoron
Male dwarf cleric of Freya 7
NG Medium humanoid (dwarf)
Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 25 (+9 armor, +1 deflection, +5 shield)
hp 67 (7d8+28)
Fort +8, Ref +3, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 morningstar +7 (1d8+2) or
+2 warhammer +8 (1d8+3/×3)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 4d6 [+7 vs. undead]), hatred, sun's blessing
Domain Spell-Like Abilities (CL 7th; concentration +11)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 7th; concentration +11)
4th—cure critical wounds, fire shield[D], neutralize poison
3rd—cure serious wounds[D], prayer, remove blindness/deafness, water breathing
2nd—aid, cure moderate wounds[D], remove paralysis, lesser restoration, shield other
1st—bless, cure light wounds[D], endure elements, remove fear, shield of faith, stunning barrier[ACG] (DC 15)
0 (at will)—light, purify food and drink (DC 14), read magic, stabilize
D Domain spell; Domains Healing, Sun
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 15, Int 10, Wis 18, Cha 14
Base Atk +5; CMB +6; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Athletic, Combat Casting, Toughness, Turn Undead
Traits ease of faith, tunnel fighter
Skills Acrobatics -5 (-9 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Climb -2, Diplomacy +3, Heal +9, Knowledge (dungeoneering) +1, Knowledge (engineering) +2, Knowledge (local) +1, Knowledge (religion) +6, Linguistics +4, Perception +4 (+6 to notice unusual stonework), Spellcraft +4, Swim -2, Use Magic Device +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ healer's blessing
Combat Gear wand of cure light wounds, wand of cure light wounds, caltrops, healer's kit, oil (3); Other Gear +3 chainmail, holy blinding steel shield, +1 morningstar, +2 warhammer, crossbow bolts (20), light crossbow, cloak of resistance +1, handy haversack, ring of protection +1, bedroll, belt pouch, belt pouch, everburning torch, flint and steel, grappling hook, hammer, ink, inkpen, paper (6), piton (6), sack, silk rope (50 ft.), silver holy symbol, trail rations (14), waterskin, winter blanket, 208 gp, 7 sp, 10 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 4d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healer's Blessing (Su) Your cure spells are empowered for free.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +7 to channel damage vs. undead and they don't get channel resistance.
Turn Undead (DC 15) Your Channel Energy can make undead in 30 ft flee for 1 min.
--------------------
1000 G Mixed Diamonds
200 GP Mixed Pearls
250 Gp Mixed Onyx
Spell Save DC 14+Caster Level -6
VS S.R +6
Conc Check +10
Melee Touch +5
Range Touch +4

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Silver Crusade

Skills:
Acrobatics 2, Climb 8, Heal 10, Intimidate 9, K Religion 5, Perception 17, Sense Motive 8, Spellcraft 6, Survival 9, Swim 8, Craft Wpn 8, Hndl Anim 8, K Engineer 10, K Geography 2, K History 2, Prof Soldier 6
NG Elf War Priest 9; HP 75/75 AC 23 TAC 13 FF 21 CMD 23 FOR +10 REF +7 WIL +10 INIT +4 PER +17 | ongoing effects: shield of faith +3
Spells:
1st-5/5 2nd-5/5 3rd-3/3
; Fervor 6/6; Sacred Weapon 9/9; Sacred Armor 9/9;

I tend to go for a distribution that aids the group. Split cash and anything sold.

I have been lulled into not tracking XP due to most games I'm in. Say DM, are you tracking our XP or should we be doing that?


Male Human Rogue6/Clr1 Current Map

I usually let people track their own, but online I have been leveling most people as a group. Elathras is tracking his own so everyone should level soon. Thoron was a little ahead being the cleric.


Male Human Rogue6/Clr1 Current Map
brvheart wrote:

I usually let people track their own, but online I have been leveling most people as a group. Elathras is tracking his own so everyone should level soon. Thoron was a little ahead being the cleric. Everyone else should level after this fight with the trolls.

Silver Crusade

Skills:
Acrobatics 2, Climb 8, Heal 10, Intimidate 9, K Religion 5, Perception 17, Sense Motive 8, Spellcraft 6, Survival 9, Swim 8, Craft Wpn 8, Hndl Anim 8, K Engineer 10, K Geography 2, K History 2, Prof Soldier 6
NG Elf War Priest 9; HP 75/75 AC 23 TAC 13 FF 21 CMD 23 FOR +10 REF +7 WIL +10 INIT +4 PER +17 | ongoing effects: shield of faith +3
Spells:
1st-5/5 2nd-5/5 3rd-3/3
; Fervor 6/6; Sacred Weapon 9/9; Sacred Armor 9/9;

1d8 ⇒ 3

Silver Crusade

Skills:
Acrobatics 2, Climb 8, Heal 10, Intimidate 9, K Religion 5, Perception 17, Sense Motive 8, Spellcraft 6, Survival 9, Swim 8, Craft Wpn 8, Hndl Anim 8, K Engineer 10, K Geography 2, K History 2, Prof Soldier 6
NG Elf War Priest 9; HP 75/75 AC 23 TAC 13 FF 21 CMD 23 FOR +10 REF +7 WIL +10 INIT +4 PER +17 | ongoing effects: shield of faith +3
Spells:
1st-5/5 2nd-5/5 3rd-3/3
; Fervor 6/6; Sacred Weapon 9/9; Sacred Armor 9/9;

If I were to pick up a level of ranger instead of inquisitor would I adjust my 3 up by 2 or roll a d10?

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

Level 7!: 1d6 ⇒ 5 not bad!


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

so were rolling level 7?

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

Team,

I have an Exploit coming this level and I can chose either an exploit that takes the place of my daily defensive spell which frees up a couple of first level spells each day, or a crafting feat, which I would select Wondrous item to get the most bang for the buck...

Thoughts?


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50
Alana Kelsh wrote:

Team,

I have an Exploit coming this level and I can chose either an exploit that takes the place of my daily defensive spell which frees up a couple of first level spells each day, or a crafting feat, which I would select Wondrous item to get the most bang for the buck...

Thoughts?

Both are nice. A couple of extra spells a day helps with survivability. Crafting will save us money if you are making the stuff instead of the NPC's.

The question is which will be more limited, money (for making stuff) or the need for spells.

It's RA, I would keep the spells and let the NPC's have the money for the crafting. If you are making a character that Wants to craft, go that route. Either way I'm good.

so level seven dice roll

HP: 1d12 ⇒ 11

I can live with that :)

Grand Lodge

Male Dwarf Cleric/6

Alana I'd probably go with the spells, but crafting is good too.


Male Elf Rogue 1| AC 18 FF 13 Touch 15| HP 12/12 | F +1 R +7 W +0 | Init +5 | Perc +6

My vote would be for the armor.

HP: 1d6 ⇒ 3

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

Thanks guys. Sometime the wizard (err, arcanist) wants to be a team player...turns out I can have my cake and eat it too cause normal feat this level, duh!

Updates:

+6 HP, +1 rank climb, swim, spellcraft, K. arcana, dungeoneering, planes and religion, bonus point from headband in perception, +1 max reservoir points, exploit (Armored Mask), feat (craft wonderous item), two spells (battering blast and dispel magic) added to spellbook, increase in spells per day and spell slots but that will have to wait for a rest period

Silver Crusade

Skills:
Acrobatics 2, Climb 8, Heal 10, Intimidate 9, K Religion 5, Perception 17, Sense Motive 8, Spellcraft 6, Survival 9, Swim 8, Craft Wpn 8, Hndl Anim 8, K Engineer 10, K Geography 2, K History 2, Prof Soldier 6
NG Elf War Priest 9; HP 75/75 AC 23 TAC 13 FF 21 CMD 23 FOR +10 REF +7 WIL +10 INIT +4 PER +17 | ongoing effects: shield of faith +3
Spells:
1st-5/5 2nd-5/5 3rd-3/3
; Fervor 6/6; Sacred Weapon 9/9; Sacred Armor 9/9;

Went with Ranger Freebooter for the team based aspect. Freebooters bane will allow me to designate an enemy and give everyone a +1 to hit and damage against it.

Took Dazzling Display for feat to get an area effect Intimidate to demoralize opponents.

I think it will complement well with everyone.


Male Elf Rogue 1| AC 18 FF 13 Touch 15| HP 12/12 | F +1 R +7 W +0 | Init +5 | Perc +6

Took my first level of Arcane Trickster and I can now use: Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

Nice!

Grand Lodge

Male Dwarf Cleric/6

Good going!


Male Elf Rogue 1| AC 18 FF 13 Touch 15| HP 12/12 | F +1 R +7 W +0 | Init +5 | Perc +6

Wouldn't Restoration cure Elathras' wisdom drain?

PRD wrote:
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.


Male Human Rogue6/Clr1 Current Map

This particular drain requires greater restoration, "Wisdom drained in this manner can only be restored through magical means of greater restoration, wish, or miracle."

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

Team, options to move forward since only two small tunnels present them selves as the only ways to go. I can reset two spells to help here, reduce person for size issue and fly to stay out of any potential issues with the mud filled room. Thoughts?

Either way, it appears if we take the tunnel from the mud room, it is a slug fest through the mud once we get into that tunnel.

Grand Lodge

Male Dwarf Cleric/6

Guys, I might be in and out for a good bit. I got word on Saturday that one of my friends in Oklahoma City has cancer, so if I don't respond for several days please play me.


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

hey brv, when I try to get on RA or LL it Roll20 tells me "An error was encountered" are you able to get on or is it giving you trouble as well?


Male Human Rogue6/Clr1 Current Map

I am getting the same error since last night


Male Elf Rogue 1| AC 18 FF 13 Touch 15| HP 12/12 | F +1 R +7 W +0 | Init +5 | Perc +6

I got on LL a few mins ago.

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

So, we got some stuff, anyone want to make a claim:

+1 keen longsword
six +3 arrows
efficient quiver
three potions of water breathing
immovable rod
5 arcane spells (antimagic field, rage, rope trick, shocking grasp, and wall of stone),
boots of the frog
a thoroughly destroyed spellbook with only two spells still usable for study (contagion and dispel magic)

cannot id the mantle (anyone else want to take a crack at this?)

As the primary Arcane caster, Alana suggests she hold on to the scrolls and book in order to study them and add them to her repertoire for future use. She will of course offer the use of her spellbook to other arcane casters for study as well. She also suggest everyone take a vial of antitoxin, just in case.

If no one has a preference for using the immovable rod, they tend to come in handy every so often, but Alana is not tied to it and defers to any other claims.

She does lay claim to the crossbow and bolts. She does not currently have a ranged weapon and she may have need for one some day.


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

Where are we keeping track of wealth?

Cuthalian do you want the 'elven chain' for sleeping? If not Elathras would use it.


Male Human Rogue6/Clr1 Current Map

you have the party mule

Silver Crusade

Skills:
Acrobatics 2, Climb 8, Heal 10, Intimidate 9, K Religion 5, Perception 17, Sense Motive 8, Spellcraft 6, Survival 9, Swim 8, Craft Wpn 8, Hndl Anim 8, K Engineer 10, K Geography 2, K History 2, Prof Soldier 6
NG Elf War Priest 9; HP 75/75 AC 23 TAC 13 FF 21 CMD 23 FOR +10 REF +7 WIL +10 INIT +4 PER +17 | ongoing effects: shield of faith +3
Spells:
1st-5/5 2nd-5/5 3rd-3/3
; Fervor 6/6; Sacred Weapon 9/9; Sacred Armor 9/9;

elven chain? I Missed the elven chain. That would be handy. If you want the chain you can have it. I'm also interested in the quiver.


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

hey Cuthalian, Elthras has claimed like the last four items, if you can use the elven chain go ahead.

Silver Crusade

Skills:
Acrobatics 2, Climb 8, Heal 10, Intimidate 9, K Religion 5, Perception 17, Sense Motive 8, Spellcraft 6, Survival 9, Swim 8, Craft Wpn 8, Hndl Anim 8, K Engineer 10, K Geography 2, K History 2, Prof Soldier 6
NG Elf War Priest 9; HP 75/75 AC 23 TAC 13 FF 21 CMD 23 FOR +10 REF +7 WIL +10 INIT +4 PER +17 | ongoing effects: shield of faith +3
Spells:
1st-5/5 2nd-5/5 3rd-3/3
; Fervor 6/6; Sacred Weapon 9/9; Sacred Armor 9/9;

roger, elven chain it is. Frees me up for more acrobatics.

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

I would also recommend the +3 arrows for our shooty ranger, I think he has the best shot at making those count.

And offer the longsword to replace his current one to Thoron. It is at least slightly better and no one else is really using one that is not already equally powerful.

Grand Lodge

Male Dwarf Cleric/6

I'll take it if no one wants it, but I have a +2 warhammer

Grand Lodge

Male Dwarf Cleric/6

hey fellas what time do most of you usually get on and post? I feel like I'm holding things up because I usually do thing during the day.

I can get on around 8PM thought and post before I go to sleep.


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

I usually check in the morning and evening, If it's a slow day I stay on my computer a few hours, like now.

A different question, over all, would Elathras be better off with the +2 longsword, or would the keen sword be better for the greater chance of getting a crit?

Grand Lodge

Male Dwarf Cleric/6

hrrmmm toss up, the +2 would hit better, but the keen could do more damage


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

exactly, I don't know which one would theoretically be better...

Elathras' present attack is + 2 longsword (two handed) rage PA RA

attack: 1d20+14 for damage 1d8+2+9+6
Attack 1d20+9 for damage 1d8+2+9+6

either would crit on 19-20

Where the +1 keen would be + 1 longsword (two handed) rage PA RA

attack: 1d20+13 for damage 1d8+1+9+6
Attack 1d20+8 for damage 1d8+1+9+6

either would crit on 17-20

Has anyone actually done the math to compare the two?

so crit 1/9th of the time or 1/4.9th of the time?

not sure of the biggest bang for the buck

Grand Lodge

Male Dwarf Cleric/6

don't think it makes a heck of lot a difference IMO. flip a coin

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

Just remember, it can be further enchanted at a later date. too bad there is no magical sheath to hold different weapons in like the Efficient Quiver.

The choice is kinda like when you want to use Vital Strike, is better if you can only hit once, but if you are going to swing away, then go cit fishing.

Thoron, I checked everyone's sheet to see who could use the items best and i missed the Warhammer +2. It had the +1 longsword and morningstar. I wonder if anyone else is missing stuff from their sheet and could use it?

Grand Lodge

Male Dwarf Cleric/6

man I don't know I just checked on my last post on the updated character sheet and it's there on Jan 29 of this year.

Grand Lodge

Male Dwarf Cleric/6

I don't mind taking the longsword, it'd give me an edged weapon to go with the blunt, but up to the rest of you

Silver Crusade

Skills:
Acrobatics 2, Climb 8, Heal 10, Intimidate 9, K Religion 5, Perception 17, Sense Motive 8, Spellcraft 6, Survival 9, Swim 8, Craft Wpn 8, Hndl Anim 8, K Engineer 10, K Geography 2, K History 2, Prof Soldier 6
NG Elf War Priest 9; HP 75/75 AC 23 TAC 13 FF 21 CMD 23 FOR +10 REF +7 WIL +10 INIT +4 PER +17 | ongoing effects: shield of faith +3
Spells:
1st-5/5 2nd-5/5 3rd-3/3
; Fervor 6/6; Sacred Weapon 9/9; Sacred Armor 9/9;

at higher levels the crit is more important. Typically it shifts at 8th level when a good BAB can get improved critical. Your bonuses above weapon damage are such that the increased chance of a crit starts to outpace a larger base weapon damage and the extra +1 would not do it. Now being magic, as soon as you take improved critical, 9th level for you I assume, then it does you no good unless you take the feat with a different weapon.

Grand Lodge

Male Dwarf Cleric/6

ok I've updated my profile. I posted the new sheet, but forgot to update my profile. Sorry about that

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

Anyone think they can make use of the new longspear? Its is a reach weapon, so good for second row folks...

Grand Lodge

Male Dwarf Cleric/6

Not me

Grand Lodge

Male Dwarf Cleric/6

Elthras which sword you want then? Cuthalian's probably got higher level fighter types than I have played yet and knows a bit more. Really doesn't matter to me, but I can use a longsword and give the morningstar to the party mule to carry.

Oh I was wrong I can use the spear, I looked at the chart wrong. But, if anyone else wants it go ahead and take it.

Grand Lodge

Male Dwarf Cleric/6

One of you take the shield I've got better that I'm carrying.


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

Thoron I think elathras will stick with the +2 sword for now, since it is illuminated he is using as a torch...

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My apologies, as soon as I post up I need a replacement player he shows back up!


Someone had a spare raise dead memorized.


No worries! RL happens. Good gaming! :)


Ok brv, here is the roguish character I've been working on. He's a trap-breaker alchemist.

Story:

“I am my own man. I am not my fathers son.”

Geon Bluth’s father kept the grounds at the City of Ashes, a cemetary complex outside of Bard’s Gate. No honest worker, the man was indeed a graverobber, not just at the cemetary tasked with his care, but in the private crypts and tombs of nobles wherever they lay. A band of robbers was the only other family the boy knew.

Inquisitive young Geon was fascinated with the treasures his father trafficked in. Most items were not kept long before being sold, but books were overlooked often enough for him to stash a library of well selected volumes under a floorboard in his room, in order to quench his thirst for knowledge in the fields of magic and alchemy.

Geon’s ceaseless questions led to him being told to “scram” so often, the name stuck. His aptitude with mechanical and magical apparatus did not go unnoticed however. His tinkering with items that lay about before going to market in seedy pawn shops often led to discovery of magical properties that would have otherwise gone unnoticed. His father finally saw value in him, which only led him to place his son in further danger than his miscreant lifestyle already imposed.

When the time came for delves Geon was now brought along, taught to scout in the dark, to squeeze in tight places, to locate valuables and to disable traps. With Geon’s help, the operation became truly profitable. Before long the substantial value of the items being circulated was noted by a blackmarket fence. The murderous pawnshop owner took pity on the boy, and took him to live at the shop where he found ample opportunity to continue his studes and experiments.

When Geon showed he could produce effective potions, alchemical substances and magical reagents, the pawndealer didn’t hesitate to put his creations up for sale. Once again the exploitation of the boy led to the downfall of the one exploiting him. Some of the clientelle attracted by the new products were being watched by the Lyreguard, which brought the pawnshop under scrutiny and led to an arrest for trafficking in stolen merchandise. The shop was shut down, and orphaned Geon was left homeless.

Now on his own, Geon considered the only gainful activity he knew… robbing the dead. Swearing not to become like his father, he chose to leave the burial plots of his neighbors unspoiled, and turned his attention instead to the deep dark forgotten places of the wild to ply his skills and sate his curiosity, He has eeked out his existence ever since, torn between his hatred of his fathers legacy and his need to resort to those ways to fund his pursuit of his natural calling.


I am sorry Grimmy, I have given this long consideration and I really do not want another alchemist in these games.


So this means we are still recruiting a rogue for this old school game. And no to Unchained please, this is supposed to be old school.


I will but together a rogue tonight if time permits.
Will be tailored towards trap finding and not fighting.


A real rogue would be awesome. As long as he can also do other things than disable traps. Like sneak and steal and...


Yes, that is what I will be looking to do but he will not be a front line figthing thief. Short ranged type of rogue. Level 5 correct?


Level 5 is correct. Once the party shares their treasure and I get an idea what they have, I can give you a treasure amount. I think they are still a little short of WBL.
They have good fighters, but need what rogue does best trapfinding, picking locks, sneaking, all that good stuff!


This is the character, let me know if there is anything wrong as I made this very quickly. Thanks


Looks pretty good. I am only seeing two issues.
1) A half elf does not get +2 background for skills so you are currently 10 points over in skill points. Making INT 14 would help but at the cost of points elsewhere.
2) Please roll your hp after level one and reroll 1's. You should do better than average.
May I also suggest a backpack and maybe some rations?


And if I can be a jerk, I have another game with that same face who is also a rogue so if you aren't in love with it changing it would help my already confused state of being :)


Hi there,

Are you still on the lookout for a rogue? I have always wanted to take part in a RA campaign and have an interesting concept for an old-school rogue that might work.


Will adjust and have it up today sometime


So no back ground skills..Ok no problem. Adjusted that. I will adjust equipment soon.

hit points: 4d8 ⇒ (8, 4, 3, 5) = 20


I have made all the adjustments.


Looks good Trakas, go ahead and post in discussion so you can introduce yourself. The NPC rogue will leave as you arrive.


Thank you


brvheart wrote:
I am sorry Grimmy, I have given this long consideration and I really do not want another alchemist in these games.

No problem brv, I totally respect that.

Sovereign Court

hi, want to make my acquaintance with you blokes.

I am Lady Suna, Aire to the Elven Kingdoms and the Bridge City and too many other titles to count.

I am a Aristocrat by blood and a purveyor of Alchemy & Magic by trade. Zorro leaves his mark with a sword, mine is a "s" and arcane as well.

I understand that you have made contact with some of my business partners. I hope you bloody well have treated them kindly.

I had my fathers affairs to tend to and have been at my estate in the bridge city, I also had a council meeting in the Hornsaw forest.

The dreams always needed tending too, in order to keep the curse at bay. I am, at least in part tied to that land and forsaken by the gods for the rest.

I am a product of two worlds, the city and the wilds. My mother having been cursed by the Titan Mormo and her evil gods, having turned to magic as a refuge and married to my Father, A high Elf Merchant class Engineer, I am there only daughter. The High Elves in my lands are forsaken because our gods have been sundered by Evil and no longer have power in the Physical realms.

Grand Lodge

Try this again. I'm a dwarven cleric. Hope this saves.


That worked Thoron


the mighty barbarian


Hello this is Grum great dwarven barbarian come to save the party


Rogue or Trapper needed for long running Rappan Athuk pathfinder old school dungeon crawl. Level 5. Orcus needs fresh meat!


I'd be interested in a rogue. I was in your Lost Lands campaign that ended. Are there any changes to the creation rules from the beginning?


They are the same:) Welcome back


Hit Points: 2d8 + 2d6 ⇒ (2, 7) + (4, 3) = 16


How much gold do I have to spend on gear?


10,500 GP no more than 25% on any one item.


Trawets71 here. This is my character. Take a look and let me know what you think.


Looks good so far, but I am only counting 24 points. You have one remaining.


I'm still counting 25: 3,10,5,5,2,0


Ah, you put the point for level 4 in STR, I put it in DEX.


Go ahead and post in discussion and dot game play when you are ready.


Recruiting players for an existing RA pathfinder campaign. Need 2-3 players level 5.

Sczarni

Interested, thinking of a grizzled mercenary human fighter.

Grand Lodge

Interested.


We currently have a Dwarf Zen Archer Qi-Gong Monk, an elven rogue/wiz and a cleric6.

Grand Lodge

So we need some frontliners to soak up some damage. I can make a paladin or something.

Grand Lodge

Any restriction on the sources?


A paladin would be just fine. Have not had one in the group for a while.

House Rules
1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only.
C) Classes are Core Only, plus Inquisitor, Swashbuckler, Warpriest. I might consider Gunslinger, but the gun powder rules are the simplified rules from Razor Coast and not Ultimate Combat. I might discuss others if they fit an old school theme.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only. Additional Sources: Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest.
E) Races Human, elf, half elf, dwarf, halfling, gnome, goblin, half-orc and orc.

2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.
3) Skill checks.
A) Rolling a natural 1 on a skill check results in a -10 to the check.
B) Rolling a natural 20 on a skill check results in a +10 to the check.
4) Initiative: Rolling a natural 1 results in an initiative of a 1.
5) Area of Affect Spells:
A) The action of combat is considered a dance, therefore when an area of affect spell affects enemies that are in melee combat with adjacent characters they are considered to be in the area of affect.
B) Exceptions: Some spells are done on a line affect such as a lightning bolt and thus will not affect adjacent characters. Also the feat shape spell can shape the spell to only affect certain squares. Also spells that only affect squares do not affect adjacent squares.
6) Surprise Attacks: Amended back to RAW.***
7) Hit points: Reroll all natural 1's on hit point rolls. Barbarians can reroll all 1's and 2's.
8) Cure spells: If the die/dice are all natural 1's, reroll.
9) I don't take 10 or 20.
10) Dispel Magic I am rule 0ing Dispel magic back to the 10 level limit. If you want more than that, use Greater Dispel.
11) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!

Grand Lodge

Do we get WBL or do we start out with nothing?


WBL no more than 25% on any one item.

Sczarni

Here's my fighter, Horatio:

Spoiler:

Horatio Manzduos
Male Human Fighter 5
N Medium humanoid (Human)
Init: +2; Senses: Perception +10
Speed: 30 (20), Languages: Common

Defense
AC 28 (Armor +10, Shield +4, Dex +2, Dodge +1, Deflection +1) Touch 14 FF 25
HP 49 (5d10+15)
Fort +7 Ref +4 Will +5 (+1 vs fear)

Offense
Melee: +1 longsword +12 (1d8+8 19-20/x2) [Power Attack -2/+4
Ranged: chakram +7 (1d8+5) , range 30, Ammo: 5
BAB 5 CMB +10 CMD 23

Statistics
Abilities: Str 21 Dex 14 Con 14 Int 8 Wis 12 Cha 8
SQ: Favored Class (Fighter; HP), Skilled, Armor Training 1, Weapon Training 1 (heavy blades), Bravery +1
Feats: Weapon Focus: longsword, Power Attack, Shield Focus, Dodge, Iron Will, Weapon Specialization: longsword
Traits: Seeker (+1 perception, class skill); Armor Expert
Skills: Climb +10, Perception +10, Survival +9
Combat Gear: potion CLW (4), potion of invisibility, potion of enlarge person (2), potion CMW (2), alchemist’s fire (5), acid (5), sunrod (5)
Equipment: +1 full plate, +1 heavy steel shield, +1 longsword, ring of protection +1, cloak of resistance +1, bag of holding type I, morningstar, dagger, chakram (5), javelin (5), glaive-guisarme, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, 50’ rope, soap, torches (10), trail rations (5 days), waterskin, climbing kit
Coin 40pp, 26gp
Description: Horatio stands just under 6’ tall and weighs 185 lbs, without his equipment. His hands, arms, and face carry a multitude of scars, as a professional mercenary soldier might expect. His brown eyes stare intently out under heavy brows, and he wears his sandy brown hair cropped close and neat.

Background: Horatio has spent time fighting almost his entire life. Early on, he was sold into slavery by parents who could barely afford to feed themselves, and he grew to become a gladiatorial servant and then a fighter. Once he managed to win his freedom, he signed on as a soldier before cashiering out and becoming a freelance mercenary. Now he works as a full blown sellsword, traveling wherever the danger and coin appeals the most.


My count shows you have one more feat coming, but you only have 10 skill points with an 8 INT, please adjust skills. Everything else looks fine.

Grand Lodge

Will have paladin up soon. Been sick.


Sorry to hear you have been not feeling well. Hope you feel better soon. Look forward to your holy warrior.


Is there still an open slot for that 2-3 request?

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