Rappan Athuk [Pf]

Game Master Chris Manos

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


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Think I'll take the point buy though!


Also, going to go Human and use one of the Traits to take "Dual Talented" for +2 to to 2 ability scores instead of one, just so's you know


Second question; are we using background skills?


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@ElegantlyWasted: You can edit posts to avoid posting a bunch of posts in a row.

Dark Archive

Assuming I'm approved...

Stats:

Lvl 4 HP: 3d8 + 8 ⇒ (6, 1, 3) + 8 = 18
Mystery of Time
Curse of Tongues - Celestial
Traits - Self Taught Scholar, Precise Treatment.
Languages - Samsaran, Common (Kelish), Elvish, Draconic, Aquan, Auran, Celestial, Sylvan, Ignan, Teran.
Str - 10
Dex - 14 (13 + leveling)
Con - 10
Int - 18 (16 + racial)
Wiz - 10 (12 - racial)
Cha - 18 (16 + racial)

Samsaran:
Samsaran Racial Traits
Medium, Normal Speed, Low-Light Vision, Lifebound, Samsaran Magic, Shards of the Past.

LIFEBOUND Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

SAMSARAN MAGIC Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.

SHARDS OF THE PAST A samsaran's past lives grant their bonuses on two particular skills. A samsaran chooses two skills—she gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class they actually take.

Seer abilities:
Once per day, Natural Divination (as per Natural Divination in Nature Mystery). Once per day, Gift of Prophecy (As per Auger spell with 90% effectiveness).

Spells:
Spells per day:7 1st, 4 2nd.
Spells known:7 0th, 4 1st, 1 2nd.
0th - Detect Magic, Read Magic, Detect Poison, Purify Food and Drink, Spark, Guidance, Light.
1st - CLW (get all cure spells free), Forbid Action, Know the Enemy, Recharge Innate Magic, Sun Metal.
2nd - CMW, Death Knell.

Skills:
Knowledge Arcana 10, Knowledge Religion 10, Knowledge Planes 10, Knowledge History 10, Knowledge Local 10, Perception 8, Appraise 10, Linguistics 10, Spellcraft 10, Diplomacy 10, Sense Motive 10, Heal 10.

Feats:
Point Blank Shot, Rapid Shot, Precise Shot

Fluff:
Teret 'En Narn Nowe started this life with memories of a past his current body had not lived...but he lived it. He knew he had been that path. Choosing to devote his being to study and knowledge at all cost...he had forsaken all other pursuits and delved into the art of divining. After time, he grew to desire a knowledge of Time itself. He knew he would one day come back to another body...but he didn't want to have to die to continue his research. Maybe if he succeeded in his studies into the magics of Time and the mysteries it contained...maybe he could stop aging, never have to worry about passing away only to wait for reincarnation...he would cheat death to continue his pursuit of knowledge. Through his studies, gained the ability to contact a deity also devoted to the pursuit of knowledge at all costs...Nethis. This God had a very similar demeanor to Teret, not so much "cold and unfeeling" as much as "devoid of emotional attachment to choices necessary for the pursuit of knowledge at all costs". Curiosity with no boarder, no thought toward the social implications others might suggest are attached to his deeds in pursuit of knowledge...this is a bit what he was like...but there was more...it just never really showed.

If I missed something, let me know.


Derz here. This is my alias. I think all the data is there.


@Teret 'En Narn Nowe; Samsarans have +2int & +2wis, -2 con, not +2Int/Cha, -2Wis.
You've taken two magic traits, but you can't have two traits from the same category. I'm not sure if you've spent your favored class bonus. You should also write your alignment down, and add gear.

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

Yes. Minimum charges for a partially charged wand is 5.

Teret 'En Narn Nowe wrote:
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.

Yes. Use the normal rules for stats.

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

No campaign traits.

ElegantlyWasted wrote:
Second question; are we using background skills?

No background skills.


oyzar wrote:

@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?

If a +1 weapon is too much, get a potion (oil) or scroll of Magic Weapon and use that when you face something that needs it. It's much cheaper, and otherwise the only difference between MW and +1 is 1 point of damage. That way you can buy what you need and still have a +1 weapon when you need it.

Dark Archive

Stats would be...
Str 10 (0 points)
Dex 12 (2 points)
Con 10 (12-racial) (2 points)
Int 18 (16+racial) (10 points)
Wiz 10 (8+racial) (-2 points)
Cha 18 (17+lvl) (13 points)
(25 point total)

I'm not used to traits...I can just choose another trait...or go without traits.

As for favored class traits, I get an extra spell known each level I take in the favored class, the spell must be one level lower than the highest I can cast. If you're saying I also get either one extra skill point or one extra HP...I'll take HP and be at 22HP


You only gain 1 favored class bonus, you did it completely right the first time. I just wasn't sure if you'd already applied the favored class bonus, but I see now that you had.

If you're not sure which trait to go with, just pick Reactionary for +2 to initiative, in exchange for one of the magic traits you have now.


miteke wrote:
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. Her passion, however, is art. She crafts scrolls of bright artistry, as much a work of art as an implement of healing. She finds beauty in almost everything and lives a very sheltered life. She has a difficult time imagining a world where brutality and evil exists. The thought troubles her and even worse, artists of undeniable talent have often told her that for her art to improve she needs to experience more of life. That the pain of loss cold lead to more 'dimension' to her art. That what she produces lacks a certain level of passion. it is for that reason that she is considering leaving her enclave, and studio, to participate in, well whatever it is they are talking about.

I flushed her out a bit and gave her a bit more personality and also wrote up a text version you can see by going to the alias created for her.


OK, done. My Character is called Magnus Tate

Grand Lodge

and here he is.


It looks like you might be a little above light load, depending on how heavy a haramaki is. Not entirely sure on that one, I just know you have lots of stuff, but then again, much of it is light. Otherwise nice.

Edit: List of applicants with sheets posted, in no particular order.

Teret 'En Narn Nowe, Samsaran Seer Oracle (I'd like to know if that's the characters name, and if the fluff details in the alias are accurate. Needs gear)
Agyen the Eternal, Samsaran Psychic(needs gear)
Reynaud La Croix, Human Unbreakable Fighter (probably needs some food and sundries)
Magnus Tate
Belle, Elven White Mage Arcanist (probably needs some food and sundries)
Tessai, Kyton-spawn Tiefling Oath of Vengeance Paladin with Oracle dip(Seems a WIP, but looks good. Needs fluff, food & water)
Looks good. Lots of casters flying around. I'd have expected to see a bunch of trappers and BSFs, but apparently it ain't so.


If its a problem, I can probably remove some of the heavier sundries. I don't usually bother with encumbrance (too much book-keeping), but if you want me to keep track of it, I will.

If I still find its a problem, I could swap my Cha and Str. I'm not really using Cha on this build and a little more Strength to carry stuff might be useful.

For that matter, I might swap a few scrolls to help me carry stuff so that I can haul away the vast amounts of treasure we will be acquiring (if we survive). Ant Haul and Floating Disk would both be good choices.


It is, in many ways, and oldschool dungeon. Seeing as civilisation and merchants are many days away, encumberance matters, as it determines how much loot you'll be able to carry away if you survive long enough that you'll want to return to town to sell some of it.

Encumberance is the #1 reason for adventurers to stash loot. And stashed loot is awesome.

So normally, I wouldn't sweat it over encumberance. But in this instance, I care. I also care how much food you have.

Dark Archive

I had heard tell of a dungeon in this area that was created by those occultists of Orcus, they were in pursuit of knowledge...but they seem to have been ultimately unsuccessful. In my reading of fey (sylvan) lore, I had found this dungeon crypt labyrinth...but all the material was soarly lacking in proper information and knowledge. I could not stand for this, especially when it was possible that the occultists of Orcus, Zelkor or even Bofred may have left knowledge there that could be vital to my research into time and it's mysteries...my ultimate endeavor of unaging. I must find this knowledge if it is there...and I must correct the lack of clarity in these lore books of the fey kind...so aloof in there literary expenditures I might die of suspense before I get there...figuratively, of course...I would find it physically difficult to actually die in that manor...
(I can still change his name...is it too difficult?)


All done! I'm kind of surprised I made a old (as in age category) character work with only two glaring weaknesses besides hp.

Dark Archive

Longbow+1 (75 gp)
-Flaming (2k gp)
-Frost (2k gp)
Quiver with 100 arrows (25 gp)
Silken Ceremonial Armor+1 (30 gp)
-Spell Storing (1,000 gp)
Pathfinder Pouch (200 gp)
Pathfinder Kit (12 gp)
50ft of Rope (1 gp)
(5,343 gp) I have 657 gp left

Also I need the GM to roll to see if I get a spell already stored in the armor. 50% chance to already have a spell stored, than you can choose the 3rd level spell stored or roll on a spell list table.

Also, I purchased the bow, took it to get enchanted after I owned it. Than took it back in after I got used to using the new enchantment. I spent no more than 2k any one time I spent gold.


The dice gods of the internet never bless my stat rolls. I'll point by this. Thinking Human Unchained Rogue.

But question about trading a trait for a racial ability. Are the racial traits like [Adoptive Parentage] or [Focused Study] ok for trait exchange. They give feats, the latter one giving 3 over several levels.

I can make them RP compatible, I just want to double check.


What is a WIP? :P

Well, I do have a trapper lined up that I think would be a great fit to RA, but I guess will wait some more time - they seem to be starting to show up.


@Albion: My character will be a great trapfinder and scout as well, mostly done with mechanics, though haven't transferred it to the sheet yet. We'll need BSFs too...

WIP = Work in Progress.


Teret 'En Narn Nowe wrote:

Longbow+1 (75 gp)

-Flaming (2k gp)
-Frost (2k gp)
Quiver with 100 arrows (25 gp)
Silken Ceremonial Armor+1 (30 gp)
-Spell Storing (1,000 gp)
Pathfinder Pouch (200 gp)
Pathfinder Kit (12 gp)
50ft of Rope (1 gp)
(5,343 gp) I have 657 gp left

Also I need the GM to roll to see if I get a spell already stored in the armor. 50% chance to already have a spell stored, than you can choose the 3rd level spell stored or roll on a spell list table.

Also, I purchased the bow, took it to get enchanted after I owned it. Than took it back in after I got used to using the new enchantment. I spent no more than 2k any one time I spent gold.

You add up the bonuses before you figure out the cost. Weapons and armor must be masterwork before they're made magic.

A +1 weapon is 2000gp.

A +1 flaming weapon is 8000gp.

A +1 flaming frost weapon is 18000gp.

+1 armor is 1000gp. +2 armor (such as +1 spell storing armor) is 4000gp.


Boss Zog wrote:

The dice gods of the internet never bless my stat rolls. I'll point by this. Thinking Human Unchained Rogue.

But question about trading a trait for a racial ability. Are the racial traits like [Adoptive Parentage] or [Focused Study] ok for trait exchange. They give feats, the latter one giving 3 over several levels.

I can make them RP compatible, I just want to double check.

Yes, although comprehensive education is banned, even as a standard racial trait. Dunno what they were smoking there.


Olaf wrote:
Yes, although comprehensive education is banned, even as a standard racial trait. Dunno what they were smoking there.

Cool, I'll start brewing up a skillmonkey.


Ok, Tessai is updated, and mostly done as far as crunch goes.

Tessai:

Tessai
Female 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 +8, 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) or
. . mwk cold iron longsword +7 (1d8+6/19-20) or
. . silver light mace +6 (1d6+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 Nature
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +6; CMD 21
Feats Fey Foundling[ISWG], Power Attack
Traits dangerously curious, fate's favored
Skills Acrobatics -1 (-5 to jump), Diplomacy +8, Escape Artist +1, Heal +9, Intimidate +10, Knowledge (dungeoneering) +3, 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 (nature's whispers), tiefling paladin, vow to self
Combat Gear potion of touch of the sea, air crystal, antiplague[APG], bladeguard[APG], healer's kit, vermin repellent[UE] (2); Other Gear +1 breastplate, heavy wooden shield, +1 greatsword, cold iron morningstar, mwk cold iron longsword, silver light mace, cloak of resistance +1, bandolier[UE], crowbar, masterwork backpack[APG], silk rope (50 ft.), smoked goggles[APG], trail rations (10), waterskin, 593 gp, 5 sp
--------------------
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'm saving some cash in case we are allowed to pool resources for a wand of CLW?


You'd be allowed to buy however much of a partially charged wand of CLW you can afford. Might convince other to do the same. You could afford 39 charges for 585gp.


So we can buy individually, but not as a group Olaf?


Yes, not as a group.


Gotcha ;)

Dark Archive

Olaf the Holy wrote:

You add up the bonuses before you figure out the cost. Weapons and armor must be masterwork before they're made magic.

A +1 weapon is 2000gp.

A +1 flaming weapon is 8000gp.

A +1 flaming frost weapon is 18000gp.

+1 armor is 1000gp. +2 armor (such as +1 spell storing armor) is 4000gp.

This being the case...it seems I can not buy magical weapons. You limited us to not buying anything over 2k gp...you also say that we must purchase a +1 enchantment with no magical ability before we can enchant it and that all +1 bonuses are added together before cost is calculated. It seems you do not wish us to have magical equipment. That's fine, but you should have said so. I'll simply take the bow at masterwork and the armor at masterwork. Gives me more money I guess. I now have 5,057 gp...I guess I could look over scrolls to purchase. It would have been nice to be able to plan for this, but at least I know now how you do magical equipment and that you don't want us to start with any. Glad we figured that out.

Dark Archive

Olaf the Holy wrote:

You only gain 1 favored class bonus, you did it completely right the first time. I just wasn't sure if you'd already applied the favored class bonus, but I see now that you had.

If you're not sure which trait to go with, just pick Reactionary for +2 to initiative, in exchange for one of the magic traits you have now.

I already get a spacial ability that grants me a +4 to initiative...with that trait I'll have an initiative of +8 or so.


The way he is doing magic weapons armor is how it works in pathfinder, nothing weird or extraordinary about it. A +1 weapon is 2000, a +2 weapon is the same as a +1 flaming which costs 8000 GP etc. just read the rules on magic weapons and armor and it'll become clear. The section really isn't that long.


Teret 'En Narn Nowe wrote:
Olaf the Holy wrote:

You add up the bonuses before you figure out the cost. Weapons and armor must be masterwork before they're made magic.

A +1 weapon is 2000gp.

A +1 flaming weapon is 8000gp.

A +1 flaming frost weapon is 18000gp.

+1 armor is 1000gp. +2 armor (such as +1 spell storing armor) is 4000gp.

This being the case...it seems I can not buy magical weapons. You limited us to not buying anything over 2k gp...you also say that we must purchase a +1 enchantment with no magical ability before we can enchant it and that all +1 bonuses are added together before cost is calculated. It seems you do not wish us to have magical equipment. That's fine, but you should have said so. I'll simply take the bow at masterwork and the armor at masterwork. Gives me more money I guess. I now have 5,057 gp...I guess I could look over scrolls to purchase. It would have been nice to be able to plan for this, but at least I know now how you do magical equipment and that you don't want us to start with any. Glad we figured that out.

Dude. I also said that the GP limit didn't apply at character creation. And you can buy the weapon first, then buy the enchantment as a seperate thing, same way you did the bow in the first place.

I know pathfinder can be a little difficult to get the hang of when you're first getting into it, but if I'm reading the last paragraph correct, can you try not to be passive agressive?


Olaf the Holy wrote:
Dude. I also said that the GP limit didn't apply at character creation.

This ;)

Dark Archive

Olaf the Holy wrote:

Dude. I also said that the GP limit didn't apply at character creation. And you can buy the weapon first, then buy the enchantment as a seperate thing, same way you did the bow in the first place.

I know pathfinder can be a little difficult to get the hang of when you're first getting into it, but if I'm reading the last paragraph correct, can you try not to be passive agressive?

Well, I can see how one would assume that I am being passive aggressive. Most people these days hide their feelings behind a thin mask of civility while behind they are seething and boiling. I, on the other hand, express my feelings openly and vent my frustrations, and after I do that, I truly let it go and my last phrase was honest "Glad we figured that out." Though it seems we didn't...I guess you didn't mean that limitation would be on character creation...I either missed that somewhere (likely) or you didn't say that before (possible). Either way, that means I might be able to have the armor at least...but I also seem to not understand magical equipment creation parameters, so I guess it would still be better for me to simply take masterwork items and be looking at scrolls...less troublesome, in my opinion. Anyway, I have to note, even though you thought I was being socially abrasive you stayed collected (mostly) in your response...very commendable. I usually see people get heated and explode about things....you didn't, you expressed yourself very well. So back to the point at hand, how much would my desired armor cost? I understood that to make equipment enchanted it must at least be masterwork which is 300 gp...Then a +1 enchantment of spell storing is 1k gp. Am I lost somewhere?


Olaf the Holy wrote:
It looks like you might be a little above light load, depending on how heavy a haramaki is. Not entirely sure on that one, I just know you have lots of stuff, but then again, much of it is light. Otherwise nice.

A haramaki is one pound. Belle has a total of 18.5 weight carried, well within her limits. She does not have food because she is totally impractical and expects the food to be there when she needs it. Once the practicalities of life hits her she will buy some since she DOES have a bit of money left. The total of her expenditures is about 4600. I'm hoping to role-play some expenditures after getting advice from her allies.


You buy stuff seperate.

You want a longbow, right? That's 75gp. You also want it magical, so it has to be masterwork first. A masterwork longbow is 375gp.

From there, we add magic to it. First, all magic weapons have to be +1. That's in the rules for magic weapons. Then, after you've a +1 weapon, you can add special abilities to it. Sadly, the bonus of the special abilities are added to the enhancement bonus before you figure out the cost. So a +1 flaming(which is a +1 special ability) longbow is really a +2 weapon, and +2 weapons cost 8000gp on top of the standard cost of the weapon. So a +1 flaming longbow is 8000(+2 weapon)+300(masterwork)+75(longbow) = 8375gp.

We follow a similar procedure for armor. Figure out the cost of the armor itself. Then add 150gp for masterwork. Then figure out the total plus of the armor, and look at the table for how much gp that bonus costs. A +1 bonus armor is 1000gp. A +2 bonus armor(such as a +1 spell storing armor) is 4000gp. So a +1 spell storing chain shirt would be 4250gp (4000 for +2, 150 for masterwork, 100 for the chain shirt.)

As for me not saying so beforehand, you literally just quoted me from the front page.

Olaf the Holy wrote:

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.


@Belle, sorry, but we'll be starting out after the journey to the dungeon. In my experience, pbps need a bit of in medias res to start them off to avoid an early death, and a shopping trip followed by a weeklong wilderness crawl is not it, I'm afraid.

You should buy what you need to have along.

Dark Archive

So... *Claps hands, smirk on my face* ...seems we have figured out how street smart this book worm is! I will take the armor with spell storing...as I understand that means it will be 4k gp more than I already spent. I just need a percentile from the GM to see if it already has a spell stored when I get it, and if so which spell (50% chance to already contain spell). I now have 1,207 after correcting for magical armor and masterwork. Time to look at scrolls.


Some fluffy bits about Tessai.

Background:

Tessai has no memories of her early childhood - has no idea of her background or origins, but she can feel it, lurking just behind her eyes, that there is something different about her. Of course, after having grow up, she is aware she is a tiefling - a cross-breed between human and devil kin, but her progenitors are unknown to her.

Her first memories are of a mad dash through infested sewers... A chase, screams, death and horror - in the midst of all this what she reminds more vividly is the firm hand grasping her own, and his face - Talian - how glorious he always looked to her, his dark hair and eyes another detail adding to the features of this stern, combative man, clad in worn but well preserved armor, longsword in one hand, and herself, a wretched demon spawn in the other - dragging, urging her to move faster, and to stay hidden whenever a fight burst in those narrow tunnels.

Talian... He taught her life is what we make of it, taught her the value of friendship, honor, and righteousness - years later he would be the one presenting her to Iomedae, but right now he was simply a shining beacon of courage in that mad run from their persecutors - Hellknights...

He never spoke much about his past - "Look ahead child" - he would say - "Some things deserve being pondered, digested, so that lessons can be learned from them. Others are better left back there, where they belong". In Westcrown, life was pain, and even more so for a Tiefling - he took her in, a secret cell just in the outskirts of the thrice damned house of Thrune's authority, from where he assisted for 3 years, in the escape of refugees, and hiding those unfortunate enough to fall on the Order of the Rack's wrong side.

She learned he was a traveler, taking the word of Iomedae through his actions and words - and this was exactly what he was doing in Westcrown - "Just doing the right thing..." as he would put it. When he left, protecting a convoy of refugees, women, children and old sick men, she left with him, and her real apprenticeship began.

Every once in a while, she would catch him, out of the corner of her eye, observing and smiling softly - "You are a paradigm and a pride, all in one Tessai - I feel that Iomedae has seen something in you, and I am starting to understand what it is..."

They traveled together for a long time, north from Cheliax and visiting several portions of the continent - all the while, Tessai would hone her fighting skills, her knowledge of Iomedae and her tenets. Talian was her teacher, trainer, and companion at arms, while they traveled through untamed lands, fighting lawless banditry or savage humanoids in a pilgrimage of sorts.

She learned that, as far as the Goddess is concerned, faith lends itself to traveling the world — you need to battle evil and spread the word, and while you might not preach openly everywhere you go, you certainly make no effort to hide your faith, so that others may learn and grow from knowing you. Stamp out evil and injustice wherever you find it - do it in cities or in the wild, because the truth of Iomedae should shine brightly wherever it stands. Don't charge into battle against unbeatable odds — strong faith is not stupidity — but do all in your power to protect the innocent and show them how to stand up for themselves.

She wore proudly the Longsword symbol around her neck - a simple, bronze medallion offered to her by Talian, and even though she did not yet command any holy power, she could feel its presence, beckoning at her, in every fight, in every conversation with a stray soul, seeking assistance or redemption...

Talian was a zealot of sorts, and he would always take his actions one step further - chasing the goblins back into their lair, following orc tracks for days until their shaman was brought back to justice, accepting the ogre leader challenge for single combat as an arrangement for them to leave the region, etc, etc.

One day he went too far, and Tessai followed... What seemed to be a simple band of roving hobgoblins, turned out to be an extremely organized tribe, associated with a wretched witch, commanding foul curses and defiling necromancy - they both found themselves severely outnumbered, and the cunning tactics employed by the evil creatures pushed them down and deeper into their lair, leaving no avenues of escape. They fought valiantly in short skirmishes, retreating ever further down into the cave complex, Talian's light leading the way as they attempted to find a way back to the surface. To no avail though...

The wounds kept piling, and the wretched witch had managed to land a wilting curse on Talian that was chipping away at him, eating away at his strength and sanity - it was as if they were back in the Westcrown sewers when they first met, but this time it was Tessai dragging Talian - by now he could barely walk, and soon she had to carry him on her back, dropping him roughly to the ground whenever they were ambushed on a side tunnel - he would die soon if not tended, but she was not able to... She had no divine powers, only her infernal heritage which she cursed time and time again...

Eventually Tessai was cornered on a dead end - she lay down Talian with care, made him as comfortable as possible, and turned back to her pursuers - she fought them off for what seemed like days on end on that bottle neck - they would attack every once in a while and then they would retreat. She defended the position in whatever way possible, piling wrecked debris and stones for some cover - she did not eat, she did not sleep, and Talian, now completely lost in a midst of madness and hunger, would spend hours on end in a litany about going to meet Iomedae soon.

More than once did she try to push out - she knew he would not survive much longer without proper care - but every time she tried to advance, she was met with dire resistance, barely able to escape the ensconced creatures - she could do NOTHING, and it was slowly chipping away at her own sanity.

In that dark hole, she went from cursing Iomedae to begging for her help - she cried and screamed her name at the top of her lungs, scaring the denizens of the tunnels. She turned to her demonic heritage for help - screaming for her father, for her mother, for whomever would be listening - she offered her life, her soul, and her blood for salvation, but such pleas were not heard.

"Everything has a reason to be" he whispered softly - looking back she saw Talian sitting up, staring straight at her, his eyes now clear, devoid of the cloud that had been assailing them for the last days - "I will be gone soon Tessai, but you will prevail, I have seen it - now is the time for you to meet Iomedae, but you need to make peace with yourself. I will die, and you need to accept it"

"NEVER!!" - she cried.

"Yes, soon... It is as She wills but more than that" - he raised his voice - "It is as I want! I have been true to myself and to the goddess I love - I am felled following her will, because I want to follow her will - or are you so naive to think that a life of strife against evil never meets with a sad, violent ending? You are wrong if you do, and I have taught you nothing - accept the glory, but accept also the defeat - it is always around the corner, and it caught up with me - I ACCEPT it! But not you Tessai, not you... I want you to strive on... For me... And now hold my hand, I am tired, I need to lay down one last time..."

She held his hand and watched silently as the life faded away from him, his eyes staring at her, a smile playing on his lips... and then he was gone, leaving her alone in the darkness, eyes blinking the tears away from her black and white vision.... Until they dried up.

One week later a lone rider arrived at the shrine of the Seventh Church in Absolom, approaching in silence, a shrouded corpse lain across her horse. Dismounting, she took the weight easily on her arms and crossed the threshold - piercing black eyes shining under her heavy brow, the smooth black hair caked with dirt and blood, and her arms and hands soiled by many wounds - her presence could be felt in the whole atrium of the church as she walked up to the attending priest.

Taking to one knee, Iomedaes' symbol dangling freely around her neck, the shrouded cadaver still in her arms - "Father, I present you Talian - he fought bravely and fell defending the light of Iomedae - please ensure he is attended to and ushered properly to the Her side. I am Tessai, Guardian of the Goddess' Will - I am... Was his friend... I was unable to save him, but I will avenge his death - may he rest in the Light"

Pulling the shroud back, laying a hand on his forehead, and gazing one last time upon his fair face, she finished - "I will make you proud...", and then she simply left to carry out the pledge to her mentor.


Food and such accounted for.


I believe I start to see what might be a party forming.

Holding out for some skills, and maaybe a little more divine casting.

Keeping my options open till I'm sure I have all I need though, so no official announcements yet.


I'll better hurry to get my skilly submission together then...


Agyen the Eternal wrote:
All done! I'm kind of surprised I made a old (as in age category) character work with only two glaring weaknesses besides hp.

I do have a couple questions about Agyen, seeing as I'm not very familiar with psychics.

1) How are you so fast wearing full plate and with heavy encumberance?
2) Are you proficient with heavy armor? Because if not, you get your ACP as a penalty to initiative. (it's a dexterity check)


4d6 ⇒ (6, 3, 4, 6) = 19=16
4d6 ⇒ (4, 2, 1, 5) = 12=11
4d6 ⇒ (6, 1, 3, 6) = 16=15
4d6 ⇒ (4, 4, 2, 4) = 14=12
4d6 ⇒ (4, 3, 2, 2) = 11=9
4d6 ⇒ (1, 5, 4, 3) = 13=12


You're right, missed that. Should be fixed now. Also, I switched a feat around as I don't really need extra amplification for will of the dead (I realized I have barely any mind affecting things, somehow), and would rather have toughness instead.


Olaf the Holy wrote:

It is, in many ways, and oldschool dungeon. Seeing as civilisation and merchants are many days away, encumberance matters, as it determines how much loot you'll be able to carry away if you survive long enough that you'll want to return to town to sell some of it.

Encumberance is the #1 reason for adventurers to stash loot. And stashed loot is awesome.

So normally, I wouldn't sweat it over encumberance. But in this instance, I care. I also care how much food you have.

OK, fair enough. I will take it back to the drawing board; swap my Str and Cha (Hey everyone, better chance to hit in melee! Yay!), add some food (Not sure if I got any trail rations) and swap some of my scrolls for Ant Haul/Floating Disk.


I'm down for RA. give me some time to get some ideas going.

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