Rappan Athuk [Pf]

Game Master Chris Manos

Day 8, ~3pm.
Wilderness Map.
Rappan Athuk on Roll20


1 to 50 of 144 << first < prev | 1 | 2 | 3 | next > last >>

Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demon-god fled the city with an army of enemies on their trail - an army of heroic fighters, clerics and paladins - led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.
The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. They found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.
Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later, a powerful group of adventurers, led by Bofred, a high priest of Pelor, 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 swarmed to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Of those who survived to reach the mausoleum and the sunken graveyard, rumors suggest that most were slain by guardians of green stone before they even entered the dungeon 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.”

-The Legend of Rappan Athuk, as told by a wandering bard.

I ran this recruitment thread. It didn't really take; I believe I had four interested players and two completed characters over the course of two days. I'll still run it if I end up getting enough characters, but it doesn't seem terribly likely to occur. So I figured, what the hell, I know pathfinder well enough to run it in that instead, and it seems like that's what the forumgoers want these days.

Setting
You're in a homebrew setting. The game itself will take place in the wilderness just south of the human kingdom of Scorland.
North of the stretch of wilderness that houses the infamous dungeon of Rappan Athuk is a small town called Clarvunne, which is the southernmost town that might be considered part of Scorland. The town lives off of fishing & trade, both by ship and by road. It also has the dubious honor of being the closest outpost of civilization to Rappan Athuk, and so it sees its fair share of adventurers. Those lucky few who make it out alive retreat to Clarvunne as fast as they can.

Far to the south of the wilderness lies the port town of Greenshore. It's said to be a pirate port, a wretched hive of scum and villany, but it's probably not as bad as all that. Clarvunne plies trade with them, after all, and the two townships work together to keep the Coast Road open. Still, it's true that Greenshore does not recognize Scorland rulership. To here the bards tell it, you can buy anything, and everything is for sale in Greenshore.

Religion-wise, we're using the Golarion Pantheon. Most humans worship Iomedae, the inheritor of the dead god that was the old head of the pantheon. Other gods are venerated as saints, of sorts, demigods who patron aspects of life. Evil deities are considered demons.
There exist clerics who follow deities who're not part of Iomedae's entourage of saints, but they're looked down upon by the established church. That won't matter much where you're headed, though.
Wilderness Map.

Character Creation
-Either 25 point buy, or roll four d6 four and take best three for stats. If you roll, and dislike your result, you may take a 20 point buy instead. No rerolls.
-Level four.
-Standard WBL.
-Medium XP track.
-Roll hit points after first level. No rerolls.
-Two Traits, one may be exchanged for having an alternative racial trait without giving up the standard racial trait.
-All official pathfinder material allowed.
-No third party or 3.5e material allowed.
-Add some fluff to your character. No need to be elaborate, but a description is good.

Banlist
-Race builder races.
-Gargoyles, noble drow, ogres, centaurs, kasatha etc.
-Technological items & options.
-Other stuff at my leasure.
I'll keep an up to date version of this in the campaign tab.

Houserules
-Magic item marts have limits. For example, in Clarvunne, you can buy any magic items that cost 2000gp or less (i.e. magic weapons), and buy crafting materials for items that cost 4000gp or less, but anything else is on a case by case basis. At character creation, you can buy anything you can afford. Having crafting feats does not give you extra starting wealth at character creation.
-I run diplomacy as magical tea party, with bullcrap made up arbitrary DCs. So diplomacy is nerf-batted that way.
-I have control over what sort of cohort and follower Leadership or other feats like it provides. I might entertain general suggestions. I might saddle you with something arbitrary that you didn't want. You have little ability to find out which it will be beforehand.
-Animal Companions, summoned creatures, cohorts etc. are NPCs under GM control. If you want your summons to do something specific, you have to tell them so. If you want your AC to do something specific, you must use the relevant Handle Animal tricks. I don't believe this is homebrew, exactly, but most people don't run it like that for expediency.


4d6 ⇒ (6, 2, 5, 1) = 14
4d6 ⇒ (5, 3, 5, 1) = 14
4d6 ⇒ (3, 1, 5, 3) = 12
4d6 ⇒ (1, 6, 3, 3) = 13
4d6 ⇒ (1, 3, 6, 6) = 16
4d6 ⇒ (4, 1, 6, 5) = 16

Like how each of these have 1 just to ensure it's easy to check stats.

11/12/13/13/15/15. Heh.


4d6 ⇒ (3, 1, 4, 2) = 10 -1 = 9
4d6 ⇒ (4, 4, 1, 6) = 15 -1 = 14
4d6 ⇒ (3, 1, 1, 6) = 11 -1 = 10
4d6 ⇒ (5, 5, 3, 5) = 18 -3 = 15
4d6 ⇒ (5, 6, 5, 6) = 22 -5 = 17
4d6 ⇒ (5, 3, 6, 4) = 18 -3 = 15

I'm liking that though all those odd numbers beg for some love!


Oh my... Rappan Athuk - I am definitely game for that. I've been wanting to join a steady game of RA for ages, so I am throwing my hat in the ring for this one.

4d6 ⇒ (5, 1, 6, 3) = 15=14
4d6 ⇒ (6, 6, 4, 3) = 19=16
4d6 ⇒ (3, 4, 6, 3) = 16=13
4d6 ⇒ (1, 6, 2, 4) = 13=12
4d6 ⇒ (4, 6, 6, 6) = 22=18
4d6 ⇒ (6, 6, 1, 2) = 15=14

Dang!! This allows for a MAD option... But I think RA calls for a Paladin!! I'll get to work on one asap ;)


Awesomesauce.

I live Dangerously: 4d6 ⇒ (4, 5, 4, 6) = 19=>15

I live Dangerously: 4d6 ⇒ (1, 6, 1, 2) = 10=>9

I live Dangerously: 4d6 ⇒ (5, 5, 1, 3) = 14=>13

I live Dangerously: 4d6 ⇒ (3, 3, 5, 5) = 16=>13

I live Dangerously: 4d6 ⇒ (2, 2, 3, 1) = 8=>7 sigh

I live Dangerously: 4d6 ⇒ (4, 6, 1, 5) = 16=>15

This looks like a fighter to me.


Paladin, and a fighter. Looking good so far.

Albion rolled really good stats - I look forward to killing that character.


No can do - Paladins can't die, didn't you know that? :P

Though, being Rappan Athuk and all...


Ha.


When you say
-All official pathfinder material allowed.

Do you mean only those classes/items allowed for society play, or do you just mean it has to be in Piazo published PFS material?

What does
-Standard WBL.
mean?


If means that it has to be written by paizo publishing for pathfinder. PFS has nothing to do with it at all. Dreamscarred Press also makes pathfinder material, but it's not written by paizo, and therefore not official. Dragon magazine is also written by paizo, but it's not for pathfinder.

Standard wealth by level. I believe it's 6000gp, but you might want to look it up to be sure.


How do you feel about summoners?

I'm considering making an arcane trickster. Through the feat Accomplished Sneak Attacker it's possible to qualify for it by 5th level. I don't suppose you would let wizards gain spells in their spellbook even for a PrC? I feel like PrCs are nerfed pretty hard as it is... PFS makes wizards swap Scribe Scroll for Spell Focus, I don't suppose you would allow the same?

One option I'm considering is following Rovagug, though still make a "party friendly character". The character would probably be CN, but with some evil leanings. Would that be ok? Or am I better off making a strictly good or neutral character? You didn't mention what you think about alignment.


I'm leaning towards a cleric with 25 point-buy to be composed tonight. A few questions:

1. Would Rappan Athuk be seen as a formidable challenge to explore in your setting, or is it more of a fairy tale to most?

2. Though the dungeon itself is surely dangerous, how is the surrounding environment? Are the animals exceptionally vicious, and are there highwaymen/bandits about?

3. Is lack of knowledge about the scenario a problem? Other than hearing it's supposed to be vicious and dungeon-y, I know little. For myself, I like surprises. This may mean I won't be 100% optimized for things if you like players to be roll-players though, so I'd like to know if I could be a good fit.

Thanks!


1. It's known to eat adventurers for breakfast, but people who return usually do so with silly amounts of loot. Most people don't need money that badly, and the dungeon doesn't propogate evil in any obvious ways, so holy crusader are usually content to let it lie undisturbed.

2. The environs have beasts and bandits, but also some friendly nonmonstrous NPCs. It's probably a lot safer to camp out under the sky than down below, but random encounters do happen.

3. Not at all. I'd actually prefer it, there's a few puzzles to be had, and while I don't necessarily oppose metagaming in all things, using knowledge acquired from prior playthroughs is a bit of a faux pas.

@oy Summoners are allowed. Wizards do not get extra spells known through PRCs. The SS->SF exchange is fine.


How about following an evil deity, like Rovagug. Would that be frowned upon?


Only if you're actively hurtful to the party. Personally I find that it often feels a little trite, but I don't have any categorical objections.


Well, if you don't like it I won't do it. Most character I've made lately are quite good, so I thought it would be nice to spice it up for a change.


I was just thinking about this the other day. I'd like to play an Arcanist of some description, more detail to follow.

4d6 - 1 ⇒ (6, 6, 1, 6) - 1 = 18
4d6 - 3 ⇒ (5, 3, 4, 6) - 3 = 15
4d6 - 1 ⇒ (3, 5, 1, 1) - 1 = 9
4d6 - 1 ⇒ (5, 2, 5, 1) - 1 = 12
4d6 - 4 ⇒ (4, 6, 6, 4) - 4 = 16
4d6 - 2 ⇒ (3, 6, 2, 3) - 2 = 12

Well, I can't complain about those. The 18 to Int, the 16 to Dex, 15 to Con, 12 to Wis and Str, 9 Cha. Probably play him as a Nerd - forever correcting people on their speech and observations, trying to lecture people, etc.


Rolling for hit points (levels 2, 3 and 4): 3d6 ⇒ (2, 6, 5) = 13


I'll be trying a White Mage Arcanist, Belle

Rolling for hit points: 3d6 ⇒ (6, 4, 2) = 12

Let me know if you have any issues viewing the spreadsheet on google docs. She's pretty basic and straight forward though.

Belle is an Elf from Tian Xia with absolutely no personality ... yet.


I totally forgot to roll...
4d6 ⇒ (6, 5, 6, 6) = 23 18
4d6 ⇒ (2, 5, 4, 2) = 13 11
4d6 ⇒ (5, 3, 6, 1) = 15 14
4d6 ⇒ (6, 2, 6, 1) = 15 14
4d6 ⇒ (6, 1, 1, 1) = 9 8
4d6 ⇒ (3, 4, 3, 6) = 16 13
Effectively a couple points better than 25 PB, I'll take it.

And rolling for HP 3d6 ⇒ (5, 3, 5) = 13

Sorry for picking a prestige class that leads to all sorts of questions... Can/will we use Fractional Bonuses (It'll help out my BAB and fort save slightly, which will both be super low without it). Also, would you allow Magical Knack to stack with Mage's Tattoo etc?

How do you want to do costs for acquiring new spells? Can I pay only the costs for writing costs, assuming that my character have had someone to copy from, or do I have to buy scrolls to write down? Maybe pay double the writing costs to copy from someone else? I guess all these arcanists are wondering about the same.

spell costs:
Copy Costs:
Spell Level Writing Cost
0 5 gp
1 10 gp
2 40 gp
3 90 gp
4 160 gp
5 250 gp
6 360 gp
7 490 gp
8 640 gp
9 810 gp

Scroll + Write costs:
Spell Level Writing Cost
0 17,5 gp
1 35 gp
2 190 gp
3 465 gp
4 860 gp
5 1375 gp
6 2010 gp
7 2765 gp
8 3640 gp
9 4635 gp

I'm debating between unchained rogue and alchemist for my class granting sneak attack. So far it doesn't look like anyone have trapfinding though, which sounds like it would be nice to have, so I should probably go for rogue...


You'll use the standard copy cost, I believe it's half the cost of the scribing. It's on the d20pfsrd.

Standard stacking rules.

No fractional bonuses.

Typed from phone. I will be brief today. I cannot access g. Docs.


Well, the first draft for Tessai, the Paladin is up - still some gold to spend. Take a look, and let me know if it is all legal, and what you think of the crunch in general. Fluff is already in mind, just need to jot it down.

Tessai:

Tessai
Kyton-spawn tiefling oracle 1/paladin (oath of vengeance) 3 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +0
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 39 (4 HD; 1d8+3d10+12)
Fort +11, Ref +10, Will +10; +2 vs. death
Immune disease, fear; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +7 (2d6+10/19-20) or
. . cold iron morningstar +6 (1d8+6)
Special Attacks smite evil 1/day (+4 attack and AC, +3 damage)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—web (DC 16)
Paladin Spell-Like Abilities (CL 3rd; concentration +7)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—cure light wounds, divine favor, protection from evil
. . 0 (at will)—detect magic, guidance, light, purify food and drink (DC 14)
. . Mystery Lore
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +6; CMD 19
Feats Fey Foundling[ISWG], Power Attack
Traits dangerously curious, fate's favored
Skills Acrobatics -1 (-5 to jump), Diplomacy +8, Escape Artist +1, Heal +7, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (religion) +9, Use Magic Device +12; Racial Modifiers +2 Escape Artist, +2 Intimidate
Languages Abyssal, Common, Draconic, Infernal
SQ lay on hands 5/day (1d6), mercy (sickened), oracle's curse (legalistic), revelation (sidestep secret), tiefling paladin, vow to self
Combat Gear potion of touch of the sea, antiplague[APG], bladeguard[APG], vermin repellent[UE] (2); Other Gear +1 agile breastplate[APG], +1 greatsword, cold iron morningstar, cloak of resistance +1, masterwork backpack[APG], smoked goggles[APG], 150 gp
--------------------
Special Abilities
--------------------
+3 when using Lay on hands for yourself. Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fey Foundling Magical healing works better on you
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
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
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +4 to hit, +3 to damage, +4 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.


I think your reflex is a little high. Cha doesn't stack with cha.


But...

Sidestep says add your charisma modifier instead of your dex modifier to your reflex save.

Divine Grace says to add a untyped Bonus equal to your Charisma modifier.

Shouldn't they stack? Charisma mod + Untyped mod?


By the strictest interpretation of the rules they don't stack. It seems we are using that for most things. I believe one of the official people said you should never apply the same ability score to the same thing twice.

For Magical Knack, there is no official FAQ/Errata, so I'm guessing we are using James Jacobs ruling.


Um, I'm just going to point out that having the "one trait for a free alternate racial trait" rule can be cheesed pretty easily.

I'm looking at Dual Talent for humans and it says "replaces the +2 to any ability score, skill point, and bonus feat". That means that in exchange for a trait, humans could get +2 to two extra ability scores. That seems hilariously unbalanced and I am sure that's not what you had in mind when you wrote that houserule up.


In that case, I'd make special exception that the new ability modifiers replace the old one.

It's still good. I don't have a problem with this.

As for sidestep secret, the FAQ says not. It would have in 3.5e,but it does not in pf.


miteke wrote:

I'll be trying a White Mage Arcanist, Belle

Rolling for [dice=hit points]3d6

Let me know if you have any issues viewing the spreadsheet on google docs. She's pretty basic and straight forward though.

Belle is an Elf from Tian Xia with absolutely no personality ... yet.

Belle is is driven by responsibility. Her people, in typical Tian Xia fashion, were all about loyalty and service, and art. In service to these she became a white mage arcanist. She heals when called upon and fashions scrolls of healing when not. She crafts scrolls of bright artistry, as much a work of art as an implement of healing. She finds beauty in almost everything and has a difficult time in believing the rumors about Rappan Athuk. Her sheltered life has not prepared her for what she is about to encounter, but duty, in the form of a debt to a cleric of Nethys has forced her to participate.


So... Just to clarify, if I chose Sidestep Secret:

- I get the Cha modifier to AC;
- And the Cha modifier to Reflex Save
- But Divine Grace does not apply to Ref Save

Total:
+4 to AC [Cha]
+4 to Reflex [Cha]

If I don't get Sidestep Secret:

- I get Dex to AC
- I get Dex to Reflex
- I get Divine Grace to AC

Total:
+2 to AC [Dex]
+6 to Reflex = +2 [Dex] +4 [Cha]

Is that it? The actual gain from Sidestep Secret would be +2 to AC, and a loss of -2 to Reflex.

Bottom Line, my saves would be +11/+8/+10 as it stands?


Yes. Although I don't think you have to use sidestep secret on your reflex save; you could just use your dex and divine grace.


Taking sidestep secret when you already have +2 dex does not sound like the best option, especially when your armor reduces the net gain to +1 (max 3 bonus in a breastplate). Nature's Whisper is slightly better (though obviously with a different mystery). Why are you dipping? Is it just for that relevation? You are paying 1 bab, some HP and advancement on all your paladin abilities to get that.


Olaf the Holy wrote:
Yes. Although I don't think you have to use sidestep secret on your reflex save; you could just use your dex and divine grace.

Yep, and that is how I get to +8 Reflex with the Cloak of Resistance +1 ;)

oyzar wrote:
Taking sidestep secret when you already have +2 dex does not sound like the best option, especially when your armor reduces the net gain to +1 (max 3 bonus in a breastplate). Nature's Whisper is slightly better (though obviously with a different mystery). Why are you dipping? Is it just for that relevation? You are paying 1 bab, some HP and advancement on all your paladin abilities to get that.

There is a slight fluff reason for taking it, but it is mostly mechanical yes Oyzar - this being Rappan Athuk, and me being on the frontlines well... I want to be the best I can be :P

Why would Nature's Whisper be better? As far as I am aware it would be better only because it would add to CMD also? Though that is already good I admit :D As far as AC goes it makes no difference, does it?

It is only a net gain of +1 but it becomes +2 if I get my hands on a Mithril Breastplate ;)

Also it throws a couple of level 0 and more importantly, level 1 spells my way, - this is a good thing when they are minute/level duration (or 1 minute like Divine Favor) such as Protection from Evil, even at this lower level.

I do admit I am not completely decided on the dip, but I always hesitate in throwing full plate on any character - it just hampers them too much I feel... Even though I am not happy with my AC 20 :P


The difference between full plate and breastplate is rather small - the main problem is the speed reduction. Remember that joke with two guys and a lion, and one of them puts on running shoes? It's kinda like that.


There is some discussion about Nature's Whisper not being affected by armor, but I was talking about the bonus to CMD yes.

Sure you get spells, but you would also get spells from taking more levels of paladin. This level it means you don't get any spells instead of getting first level spells. In a few levels it'll mean you'll only be able to cast 1st level instead of 2nd level spells etc. In general the paladin list is more powerful for each level compared to the oracle list as well. Orisons are nice sure, I'm especially a fan of guidance, however I would never dip for just that. With Magical Knack your paladin spells would have three times the duration of your oracle spells as well.

If you want a mithral breastplate I would think buying it with your starting cash would be a good idea. There is no guarantee we'll find a mithral breastplate down the road and you'll only get half the money back from selling your old armor. It might be a good idea to think about speed, since rumor has it running away from time to time is the only way to stay alive. That's another reason for going Mithral right away.


Nature's Whispers sounds like a better choice indeed - in fact it may fit Tessai's background better (even though I know Rappan Athuk is not as much about backgrounds, but more about bringing your 'A game' on board) ;)

I am trying to juggle things around to get a Mithril Breastplate right off the bat, but it is really expensive when compared to a straight up +1 Breastplate, and I should fit at least some other stuff in, like at least a +1 weapon, or I think I'll be sorely unsuccessful in RA.

Running may be a very real thing in there yes - I'll just play a smart pally :D


Hmm. All this talk of Characters dying makes me want to play an unkillable character.... :P
Think ing a Samsaran Psychic, perhaps with the Faith Discipline to serve as a backup healer.


Captain Collateral Damage's submission.
GM, would you be opposed to characters with advanced age categories?
Taking the 25 Point Buy for ability scores. HP rolls: 3d6 ⇒ (2, 2, 2) = 6


No middle aged characters. Old and Venerable are fine.


Sorry my submission is taking so long. My Character Generator died on me yesterday, and my daughter has a sleepover tonight. I'll probably be able to finish it tomorrow night (I had a 3rd level arcanist who was almost what I wanted, so I've co-opted him. Am in the process of updating him.)


@Albion: Obviously it's not possible to afford both a +1 weapon and a mithral breastplate. Lacking a +1 weapon is only really a problem if we run into ghosts or somesuch though, otherwise it's simply 2000 extra GP for +1 damage (compared to a masterwork weapon). Of course it's your choice what to prioritize...

When is the deadline for recruitment?


There is none. I'll tell you when I have what I need.

Gavmania, that's quite all right.


Can my character take a partially charged wand of summon monster II as an item? Full level 2 wands are so dang expensive.


Eh, I'll play an alluminum cannon. Why not?
Background: Agyen the eternal is just one of the many names this samsaran psychic has been known as. He serves Pharasma, and sees it as his duty to hunt down undead and those who make them, as well as to ensure that fate follows its proper course. Being a samsaran, he has died countless times, (His level goes back to 1 after each reincarnation, he has likely reached at least level 20 multiple times in previous lives) and has used these many lifetimes to hone his mind. His current body is growing old, and since it lacks enoguh power for it to be worth keeping, he plans on investigating Rappan Athuk because of it's connection to Orcus, considering this a scouting mission, and well aware that he almost certainly will die.
Personality: Agyen has spent many lifetimes honing his personality to purge it of weaknesses. To him, emotions nessecary are for casting spells, and if they are anything more, they are a weakness. Constantly dying has tought him to not value his life at all, and, being a servant of the goddess of death, he usually does not intervene in the deaths of others unless it is in his or Pharasma's intrest to do so. He will, however, save children, as their souls have not fully developed yet.
Appearance: Agyen wears long black/gray robes that fuly cover him and his face. Under the cowl he wears a gray featureless mask, with a Pharasmin spiral on the forehead. Agyen in fact wears heavy armor under these robes. Being a Samsaran, his skin is pale blue, and his eyes are a disturbing white, without pupils or irises.


Dot


Level 1 HP=10+3+3(toughness)=16

Level 2-4HPs: 3d10 + 9 + 3 ⇒ (6, 4, 10) + 9 + 3 = 32+16=48.

Dark Archive

Would there be room for a Oracle Seer? Either Samsaran Race or Half-Elf if you don't allow Samsaran. Looks like we're starting at level 4? If you allow my Oracle Seer, I'd like to know if you would allow Mystery of Time? If that is alright, I'd ask as well for my deity to be Nethis. If all this is fine, I'll take the 25 point buy unless you would rather have me use the 20 point buy. This is the alias for my character by the way.


Judging by how my Samsaran was allowed, yours probably will too. Hooray for Samsrans!


Question; may one of the traits be a campaign trait?


Currently debating between synth Summoner and mutation warrior fighter...


Fighter is winning out due to lack of cheese :p

1 to 50 of 144 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Rappan Athuk [Pathfinder] All Messageboards

Want to post a reply? Sign in.