Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Welcome to the RA game. Several of you appear to be relatively new to PbP games, don't worry I was too about 10 months ago. It was tough decision on which characters to choose, and I'm going with a slightly larger party. Why? The decision was hard; the campaign is a tough; and I've run 7 and 8 people in my COT game, so it's nothing new to me. We will at least give it try to see how everyone gets along and the posting tendencies.

Hope everyone has fun, this is one bear of dungeon.

Take some time and review the campaign information tab, I have useful information there and I do update it with semi-important information.

I use maptools and post frequent maps. I try to be attentive to the game and I post both consistently and frequently. Although this is a massive surrounding area and dungeon crawl, that would drive me nuts to run straight, so I'm bound to break it up with some side tracks and RP when I can.

Here are a few DM boons to add to your sheets:

RA Bonus

Stat Bonuses

One (1) bonus ability point that must be used in either your current 4th or 5th lowest ability scores. No adjusting other scores to account for this bonus.

2/2 Skill points* bonuses to be used in one of the following pairs of skills (this does not make it a class skill):

A. profession –cartographer/Know – geography; or
B. profession – guide/Know-nature.

*This means you get 2 skill pts in cartography and 2 skill pts in geography: or 2 skill pts in guide and 2 skill pts in nature.

Gear bonus

(3 )CLW potions each (1d8+3)
(2) CMW potion (2d8+6)
potion of magic weapon (1)
vial anti-toxin (1)
Haversack
Everfull Mug (3/day 12 ounces of fine beer or wine)
Compass
Blank Map book (roll d2, 1 =waterproof, 2=non-waterproof)
Scrivener’s kit
silk 50 ft.(1)
Grapple hook or grapple arrow/bolt (1)
bandolier (1)
Candles (5)


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Thanks for the opportunity, GM!

Looking forward to this game!

Ill flesh out Karnog's profile page when I'm not on my phone, it already ate one such submission...

1d2 ⇒ 2


Evil GM

No problem Karnog and welcome.


Evil GM

The above gear will be given to you by your employer but go ahead and put the items on your list.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

This is great. Thanks for the selection and opportunity. I'm looking forward to gaming with you guys.

One question: is that "Haversack" a Handy Haversack?
That. Would. Be. Awesome.

waterproofness of Blank Map book: 1d2 ⇒ 1

EDIT for selections
+1 Str to 15
guide/nature
grapple arrow

LAST EDIT
Avatar updated


Evil GM

Yes, its a handy haversack.


Evil GM

I'm going to let everyone check in, once that happens I'll open the game thread.


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

Thanks for the invite Baldwin, I'll add the stuff to my inventory.

Waterproofness of Blank Map Book: 1d2 ⇒ 1

For my profession, I think I will select A. profession –cartographer/Know – geography

For my bonus stat point, I have a question. I have two stats tied for 5th (Wis/Dex 12) and one at 4th (Int 13). Do I have to choose between Wis/Dex or could I take Int if I wanted?

Anyway, thanks for the invite and I will add the gear, skills and equipment to my sheet.


Evil GM

Varl choose between Wis and Dex.

Everyone can let me know which skill set your taking too.


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

Thank you, I appreciate the invite.

I'll take the +2 profession (guide) and kn(nature). Adding 1 pt to Str (13 to 14).

1d2 ⇒ 1 ... waterproof


Evil GM

Welcome Vatilda.

---
Vatilda -guide/nature
Varl - guide/nature
Argrim -guid/nature
Karnog -
Rammellorn,
Nibbfir Grumepgarth,
Kalim


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Karnog is taking the ability increase in Charisma.

He is a Geographer/Cartographer as well.

Sweet on the handy haversack...makes ant haul all that much better.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Also: how do the other dwarves feel about starting knowing/related to one another.

haven't seen so many in one party in like forever


Evil GM

I opened the game thread, you can check in a post an introduction. Take a look a the map on the Camp Info tab. Sort of provides a feel for what home base looks like. I, also, provided a few merchants and NPC's that you may encounter. This will be a growing list obviously.


Evil GM

I don't mind if people know each other, or if the dwarves are from the same clan.


M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18

Fantastic! Thank you so much. I can't wait to play this guy.
Waterproofness of map1d2 ⇒ 1

We have to add the state bonus to our fifth lowest score, correct?

Will be making the upgrades shortly, thank you


M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18

Waterproof. I'd choose cartography, but I don't think it fits my build, flavor -wise. Any suggestions?


Evil GM

Rammellorn -

The ability stat bonus can be added to your 4th or 5th lowest score.

As far as the skill bonus it's a mechanism to get the group together and employed to guard, explore and map some areas of interest - the surrounding area near RA and the then the dungeon. It, also, provides the characters a reason to come back, especially in early levels, to town and resupply.

Perhaps Rammellorn has developed an interest in maps revealing strange lands of evil unrest.


Evil GM

Vatilda -guide/nature
Varl - Cartography/geography
Argrim -guid/nature
Karnog - Cartography/geography
Rammellorn- cartography/geography
Nibbfir Grumepgarth -
Kalim -


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

Correction Baldwin: A. profession –cartographer/Know – geography

I will also choose Dex (12 -> 13)


Evil GM
Varl Togaard wrote:

Correction Baldwin: A. profession –cartographer/Know – geography

I will also choose Dex (12 -> 13)

Ok.


Evil GM

Here's a quick overview on how I plan to run the early stages of the campaign. I'll track XP and advise when its time to level this makes it easier on me. I plan on leveling characters up to 3rd very quickly. Then everyone will spend a little time exploring the surrounding area, again leveling pretty quickly through 4th and 5th level, this will let everyone get an idea of the group's abilities and perhaps, there can be some small character adjustments. After that it's into the dungeon.


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

I like the idea of the dwarves being in the same clan. That might make some of the introductions easy.


Evil GM

It's almost like the hobbit with all the dwarves in one spot.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

I like it. Rogue, fighter, paladin, and cleric seems like a good dungeon cracking team.

Toss in a bard, some spell slinging potential and boom, team!


Evil GM

Since there are no drow in the group, I will permit racial feats if there is one you want to swap out.

You have two divine spell casters.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim's clan is special. I don't know if the other dwarves would fit.


Evil GM

A reminder to put your vital stats: AC, saves, Init., Perception, Current HP/Total HP, CMB/CMD next to your avatar. This, generally, makes my job easier.


Evil GM

Has anyone ever played any of the RA editions? It doesn't really matter, I'll switch it up a bit.


M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18
baldwin the merciful wrote:

Rammellorn -

The ability stat bonus can be added to your 4th or 5th lowest score.

As far as the skill bonus it's a mechanism to get the group together and employed to guard, explore and map some areas of interest - the surrounding area near RA and the then the dungeon. It, also, provides the characters a reason to come back, especially in early levels, to town and resupply.

Perhaps Rammellorn has developed an interest in maps revealing strange lands of evil unrest.

I put my stat bonus in WIS. Sheet updated.


M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18

Young Rammellorn's clan was displaced by a traitorous act of his jealous brother. I would be happy to link up with anyone before I enter into the gameplay thread.


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

Since Racial Feats are allowed I am going to change out Iron Will with Steel Soul. Everything else is updated and I am ready to start. This will also be my first time trying RA. I have heard its deadly. I don’t know anything else, but I did play through a Tomb of Horrors during 2nd ed that was rough. If it’s anything like that I’m cringing already *grins*


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

I have played none of Rappan Athuk.

One of the things that attracted me to this game, actually.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Bonus stat to Dex. Cartographer/Geography taken. Map book: 1d2 ⇒ 2


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

This should be fun.


Evil GM

We will begin in earnest tomorrow, I want the remaining person to check in.

I could make an entire campaign just with surrounding area events in the book. The dungeon itself can be brutal. I took my gaming group down 1 level for once shot game, they did fine until the last encounter.

A druid applying would have been beneficial with the reincarnate spell.

Vatilda -guide/nature
Varl - Cartography/geography
Argrim -guid/nature
Karnog - Cartography/geography
Rammellorn- cartography/geography
Nibbfir Grumepgarth -
Kalim - cartographer/geography.

Edited post to reflect Kalim checking in.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

A gnome, a bunch of dwarves, and two effed-up human mages. Heh.


Evil GM

I'll wait a bit longer for the gnome archeologist to check into the discussion thread and the game play. If he doesn't check today, I may invite one of the others.

Varl you've checked into the discussion thread go ahead and post in the game thread.


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |

Reporting for Duty!

My archaeologist is eager to explore those ancient ruins...

"So these guys (the party's crew) are my new team of meatshi... ejemph, bodyguards?"

baldwin the merciful:
Sorry for being late, but last weekend I have some RL issues that I must deal with. Anyway, I'm ready to play!
P.D. Need to add the new stuff that was given by the patrons.


Evil GM

Ok Nibbfir select an avatar, put your vital stats: AC, saves, Init., Perception, Current HP/Total HP, CMB/CMD next to your avatar. This, generally, makes my job easier. Add the equipment and stat bonuses provided above and post in the game thread.

Make sure you look at my comments to you on the recruitment page, there is some tidying up needed.


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |

1d2 ⇒ 1

That was for the waterproof book.

baldwin the merciful:
How do I do to make appear in the avatar the criteria you asked?

Added new gear and bonus skill points...


Evil GM

Can you change your avatar that one of the main NPC's

Edit:
Actually I'll go change the Avatar for the NPC, you can keep it for you character. The male gnome avatar's are lacking on the site.


Evil GM

Nibblir go to edit my profile. Then on the left hand side of the page where it says "Class/Levels" Type all the info on that line.

Which stat are you adding the +1 too (it needs to be your 4th or 5th lowest score) and which skill set are you choosing?


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |
baldwin the merciful wrote:

Nibblir go to edit my profile. Then on the left hand side of the page where it says "Class/Levels" Type all the info on that line.

Which stat are you adding the +1 too (it needs to be your 4th or 5th lowest score) and which skill set are you choosing?

I choose the Profession (cartographer) and Knowledge (geography) set.

The +1 goes to Wisdom (13 to 14).

Done the avatar stuff...


Evil GM

Thanks Nibbfir can you add your touch and FF AC?


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |
baldwin the merciful wrote:
Thanks Nibbfir can you add your touch and FF AC?

Done.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

@Varl

Since we've both been on the caravan from Lastwall, let's say that we both know each other's background. OK?

cheers


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

@Argrim: Sounds good.


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |

Well, at least we are all in the same boat...

Also, the Short Swords still sounds a good name to me :)


Evil GM

Is everyone fine with the beginning pace and the flow so far. figure tomorrow can be spent around town picking up some rumors, then you'll be on your way.

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This particular game is a published mega-dungeon called “Rappan Athuk” by Frog God Game, I’ve placed the setting in Nirmathas. I will make changes to the published material as I see fit. I will toughen up, or lessen, the encounters based on the party strengths and weaknesses. I don’t realistically expect to get through the entire dungeon and surrounding area but we can see how a few levels turn out. This is not a fair dungeon so expect the worse.

---
Some believe the world changed in 4606 with the death of Aroden, others know there is evil lurking below the surface seeking vengeance, and the god’s death was a precursor to the dawn of a resurrection. Far below the surface in Nirmathas, a long forgotten legend lays waiting exploration.

Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient, and now lost, city of Tsar. With their temple in ruins, the surviving high priests of this accursed demongod 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. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For 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 Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum. For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”

Rappan Athuk is a hard adventure; some even call it a deathtrap. Many will try; most will die. I’m looking for 6 brave, or foolish adventurers. I plan to keep this recruitment open for a week, depending on the response. I’ll check several times a day and review entries as they come in.

Crunch:
Here are the rules for the build:

20 Pt buy

No score below a 10, before racial adjustment.

1 trait from the APG

No real alignment restrictions, except you must work well together.

Max HP’s level one and two, thereafter you roll HPs. Reroll 1’s.

You begin at 2nd level but with 3rd level wealth of 3000 GP (3rd lv) No more than 50% in one item. Do not multi-class - yet.

Every character gets the innate ability to heal themselves 1d4+1 HP, 2/day, as a standard action.

A very brief one, or two, short paragraph description/background.

Note: those selected will get a few extra trinkets of gear after they are selected.

Adult themed, but well within Paizo's PBP standards. When in doubt put it behind a spoiler.

I’m looking for players that can work together and post more than a simple line, or two, of dice stats – descriptive actions will make it enjoyable to read. I try to be descriptive in my posting.

Combat:

This particular game is combat heavy and the roleplay is really intra-party. This is different from most games that I run, which I tend to have heavy roleplay and character development. I wanted to run a meat grinder for a change of pace.

It is ok to run away from some scenarios and combat, it is better to live another day.

Fair warning:

I'm not a big fan of mega-game breaking builds, just because it’s arguably RAW doesn’t make it acceptable in my game. Power-gaming and cookie cutter builds lifted from some forum post are frowned upon. Well balance characters are ideal.

Posting:

Minimum posting 2 a day, it’s combat heavy so the more the merrier. When you submit your character, acknowledge how frequently you can post and when you tend to post (mornings, afternoons, evenings, all day). Be descriptive in your posting that does make it more enjoyable to read.

Permitted books:

CRB, APG, UE, UM, UC. I do not permit ARG.

No 3PP material, although the GM is not contained by this rule.
There are parts of permitted books that I do not use including but not limited to: Word of Power, Spell Duels and Primitive Weapons. Eastern equipment doesn’t really fit this adventure, so think twice if you design an eastern themed character, gear will be hard to come by.

GM reserves right to amend.

Deities:

Core deities in CRB only.

Prohibited Classes:

Summoner, Magus, Gunslinger, Alchemist and their variants.

Eastern equipment doesn’t really fit this adventure, so think twice if you design an eastern themed character, gear will be hard to come by.

Races:

Core races, alternative race traits from APG. If you swap out a race trait clearly, disclose it to me, so I can review it. No racial feats.

I will permit goblins and drow with their standard race traits only. These can be found on the PFSRD. No racial feats or racial archetypes.

No ARG

Houserules:

1. I do not retcon actions. This game is designed to move quickly. It potentially becomes problematic for me to redo actions and consequences. Sorry.

2. A natural "1" on an attack roll is a possible fumble. The player makes a DC10 DEX check, including any ability modifier in the roll. A number below a 10 means you have either dropped your melee weapon or snapped your bow/crossbow string or your thrown weapon was dropped.

3. Roll HPs each level, reroll 1’s.

4. I will occasionally dip into the sanity/madness rules if the situation arises.

5. Just because something appears in a book does not make it automatically available for game play.

There may be others, GM reserves right to amend.

*I currently run a successful pbp COT game, that has over 15,000 posts.


The 20 point buy array are in a one-on-one basis, or using the chart given by the CRB?


Reshar wrote:
The 20 point buy array are in a one-on-one basis, or using the chart given by the CRB?

CRB point buy.


I'm thinking I'll bring the meat shield. Will post some fluff and crunch shortly.

RPG Superstar 2009 Top 16

will post something shortly


Definitely interested, I've wanted to play this for years. I'll have a mull, but I'm thinking of trying my first ever Inquisitor - assuming that was a intentional omission from the list of banned classes.


Still thinking... I'll try to pull out something later.

The Exchange

*Wave* Afternoon Baldwin. I applied to your CoT when you last had some openings. I'm hope I have better luck this time. Still working out an idea, leaning towards a Dwarf of some sort. Best of luck for everyone who is applying!


I will be open for a week, so take some time to put things together.

Celeador - I do remember, I think you had an urban ranger if memory serves.


DM Carpe wrote:
Definitely interested, I've wanted to play this for years. I'll have a mull, but I'm thinking of trying my first ever Inquisitor - assuming that was a intentional omission from the list of banned classes.

An inquisitor is fine. There is one in my COT game and it's played very well too.


Don't go through the trouble creating a second character, but you should have an idea in mind in case you become one of the departed.

I ran my RL group through the Well level, as a one shot a couple weeks back - TPK. Unfair at times...tsk..tsk..tsk...it is ok to run away. This is, also, why I will tone down a few areas if need be.


Thinking about a possible Rogue. Not positive.


Tzelvek:

Tzelvek
Half-orc Monk(Drunken Master?)
Str 16
Dex 14
Con 14
Int 10
Wis 14
Cha 10

Alternate racial traits: Toothy or Bestial/Acute Darkvision, Cavewight/Rockclimer, and Chainfighter

Trait: Bullied

Skills: Acrobatics, Perception, Stealth, Climb/Profestion: Miner?

Feats: Power Attack, Improved Grapple, Deflect Arrows/Dodge

For magic items, I'm think a Tumbler's belt, maybe some Armbands of the Brawler. That sort of thing.

Step right up folks! We've got an excellent assortment for you today. From the hold Belkzen, these hardy half-breeds make excellent miners, especially for those rich veins where torches could touch off an explosion. Now, let's start the bidding...

Though desired for their darkvision, half-orcs' penchant for violence is well-known, and the picks were kept under lock and key. With weapons scarce, he learned to defend himself with what nature had given him. It takes disciple to survive as a slave. Losing control means death, as does giving in to despair. You have to be strong, but nonthreatening. Complaint without truly giving in. Thus, without really meaning to, Tzelvek began to tread the path of the monk.

He look much like the rest of his kin, though a certain fluidity to his movements suggests that this isn't just another brawler.

RPG Superstar 2009 Top 16

Thinking of a good old hardcore smackdown Paladin


Lloyd Jackson aka Tzelvek-

I take it you're a bit undecided on the Alt. race traits.

Mining is interesting potential profession - that could be a useful skill.

It's good start, finish him up.


Yep, wanted to get your imput before settling on any traits. Are you okay with them? Curious, do you want a finished sheet?


Lloyd Jackson wrote:
Yep, wanted to get your imput before settling on any traits. Are you okay with them? Curious, do you want a finished sheet?

I'm fine with the RT, I'm sure you know but it's a one for one trade. So if you want acute darkvision that replaces orc ferocity. You don't also get bestial. You can't exchange the same racial trait more than once.

I'm online quite a bit and I'm happy to provide input...time permitting.

Yes, create an avatar/alias, or a spoiler, or list him under your profile for a character sheet. I understand some folks don't like to pick an avatar during the creation process that's fine.

But if you do create an avatar for the submission put your vital stats: AC, saves, Init., Perception, Current HP/Total HP, CMB/CMD next to your avatar. This, generally, makes my job easier during gameplay.


Always wanted to play Rappan Athuk, I'll have something up shortly.

However, from what I've heard about this adventure I can't help but look at you name and think, "It's a trap!"


monjebleu wrote:

Always wanted to play Rappan Athuk, I'll have something up shortly.

However, from what I've heard about this adventure I can't help but look at you name and think, "It's a trap!"

It's an illusion. LOL


Akbar, is that you?

Spoiler it is. I dislike unused alias cluttering up my account.

Tzelvek:

Tzelvek
Male Half-orc Monk(Drunken Master)
LN Medium Humanoid (human/orc)
Init +2; Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+2 Dex, +2 Wis)
hp 20 (1d8+2)
Fort +5, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Unarmed +4;1d6 + 3
Melee: Flurry of Blows +3/+3;1d6 + 3
Melee: Bite +4;1d4 + 3
Ranged: Shuriken +3;4
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4(+6 Grapple); CMD 16(20 Grapple)
Feats: Power Attack, Improved Grapple, Deflect Arrows
Traits: Bullied
Skills: Acrobatics +8, Perception +7, Stealth +7, Profession(Miner) +6, Climb +8
Languages: Common, Orc
Racial Traits: Toothy, Rock Climber, Chain Fighter
SQ: Flurry of Blows, Stunning Fist 3/day (DC 13), Evasion
Equipment: ?

What are your thoughts adding feats to the Monk's bonus feats? Like the style feats, which didn't exist when the list was created, or adding Greater Grapple to those available at lvl 6?

I am available to post in the mornings and evenings, and usually throughout the day. Posting 2+ times a day won't be a problem. Currently in MST


@Llyod Jackson - re: style feats being added to the monk's bonus feat list - if they are not currently on the bonus feat list I'm inclined to stick to the list as written. If you have a link to where this issue was discussed, or where the game designers weighed in on the issue, I'm happy to review it and reconsider.

Sovereign Court

While I have not run this dungeon as of yet and would like to try something new, I find myself wondering: Why the change to Nirmathas from Mendev (memory serving)? It would see your background is aligned to the forests of your area, but as the dungeon is beneath the soil, I am scatching my head as to the change in geography. Is there a particularly compelling regional scenario prospective characters should be aware of?


Hmmm. I'd like to see if I can get a wizard or a sorcerer to survive this ...


@Stratos - I'm not sure why you think Mendev is the location RA is set in. Is that where another GM placed the 3rd party dungeon in their campaign? Perhaps, I missed something in the introduction. The setting of Nirmathas works for me especially with the surrounding terrain and pre-dungeon encounters.


I hope that the seat for a Gnome Bard isn't taken yet...

Sovereign Court

That may have been the case; it was the lore of a forbidden catacomb under the earth which intruiged me, but the particular campaign I observed was taking place in Mendev. I suppose it's not setting-specific?

I will get to considering a story. One thing to note if a I can compose a tale to my liking: is the dungeon lit in areas, or is the entire thing pitch black?


Oh, yeah. An aberrant-blooded sorcerer ...his fluff is coming together nicely.


@Reshar no seats are taken yet there is plenty of time for character creation. Once I start to get an assortment of completed characters posted, I'll narrow down the closing date. I don't expect to close this out until mid-next week.

@Stratos the lore that character's know is listed above. Specifics on whether the dungeon is lit, or not lit, you don't know. Since this is a third party creation it not really Golarion specific; this latest book is simply updated for Pathfinder material.


I read before that you won't allow racial feats...

What about racial traits?

Advanced Player's Guide:
Race traits are tied to specific races or ethnicities. In order to select a race trait, your character must be of the specified race or ethnicity.

Are they allowed?


@Reshar - Alternative racial traits are fine, racial feats are not.


Characters submitted:

Lloyd Jackson aka Tzelvek, Monk. Needs equip.

Dotted for interest:

Rehar, possibly gnome bard
Loup Blanc -meat shield?
Mark thomas 66 - Pally?
DM Carpe - Inquisitor?
Celeador -dwarf?
Monkeygod -rogue?
Monjeblue?
Stratos ?
Digger Chandler - aberrant-blooded sorcerer ?

If I've missed someone it's unintentional, politely nudge me to include the missing name.

Sovereign Court

I was looking on the SRD, and I could've sworn there was a Nirmathas-specific ranger archetype at one point but can no longer find it. The idea was to tie the character to the region and use the archetype as a way to highlight his connection to the land (though I admittedly don't remember the fine points of what it did). Can anyone confirm/deny my suspicion? Am I just being crazy?

The two don't have to be mutually-exclusive!


@Stratos - You may be thinking of the Nirmathi Irregular. I think the Parting Shot local feat originated in Nirmathas. I have a copy of the old Pathfinder Campaign Setting that I can look at when I get home. If memory serves that was in that book. I think it was reprinted in the Inner Sea World Guide. There is a Fangwood Diplomat regional trait that is Nirmathas specific but that really is a waste for this game setting.

Sovereign Court

They must have secularized the name then, for I don't see it anywhere. I knew they did it with a couple deity-named feats and whatnot so as to make them less restrictive. I like the story behind why they were made in the first place though.

In any event, the ranger bug is strong in me now, so I will puzzle one out this evening.


Kalim Gudluvaletti:

Male Rahadoumi Aberrent-Blooded Sorcerer
CN Medium Humanoid (human)
Init +; Perception +
--------------------
Defense
--------------------
AC , touch , flat-footed
hp 19
Fort +1, Ref +0, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
Melee:
Melee:
Ranged:
--------------------
Statistics
--------------------
Str 10, Dex 11, Con 12, Int 10, Wis 15, Cha 18
Base Atk +1; CMB ; CMD
Feats: Eschew Materials (Sorcerer Free Feat), Weapon Focus (Spear), Toughness
Traits: Scholar of Ruins

Skills: Intimidate 9 (4+2+3), Knowledge Arcana 5 (0+2+3), Knowledge Dungeoneering 6 (0+2+3+1), Spellcraft 5 (0+2+3)
Languages: Common
--------------------
Spells and Special Abilities
--------------------

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spells Known:
0: Daze, Message, Acid Splash, Detect Magic, Resistance
1 (5/day): Mage Armor, Ray of Enfeeblement

EQUIPMENT:
???


I see him as a one-time Rahadoumi militiaman that encountered ...something. It awakened a deeply-buried bloodline. Now he's the same spearman of mediocre quality ...BUT NOT THE SAME!!!!


psst.. Stratos! linky.


And here is my bard. It's obvious that is not complete yet, but you can be taking a look on it (is in the alias profile).


Working on a spellscar oracle. She is the twin of a reincarnated being. Background in progress is on profile.

My hope is to have legalistic as a curse, if that no workie I'll just RP it.

legalistic:
Legalistic

Source Pathfinder Player Companion: Blood of Fiends

The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.

Effect

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.


@Nibb - On a quick review I noticed you had your alignment as LG and then CN in two different locations on your sheet. It, also, looks like you had some cavalier special abilities listed on the bottom of the sheet. Perhaps you didn't edit those off. Clean it up, write your short background, equip him then holler when your done and I will put on in the submission list.

@Kalim Gudluvaletti - on quick review it looks good, finish up your background and equip him.

---
FYI to all submissions: I haven't done the math on the point buy, I trust everyone is doing that correctly. If there are any questions just ask.

The Exchange

@Reshar: Gah! You wrote up an Archaeologist! There goes my concept.. of a Dwarf "reclaimer" Bah, back to the thought process.


@Vateelda Lateef - I don't want to start making a exceptions regarding books to be used right now. I don't want to open Pandora's box. If selected, we can discuss it then.


@Celeador you can can submit an archaeologist too.


It is still early in the submission process but cleric(s) and rogue(s) are important in this game.


Characters submitted

Melee

Lloyd Jackson aka Tzelvek, H/Orc Monk. Needs equip.

Hybrid

Rehar aka Nibbfir Grumepgarth, Gnome bard/Archaeologist, needs equip, bio and finishing work

Arcane Spellcaster

Digger Chandler aka Kalim Gudluvaletti- human, aberrant-blooded sorcerer, needs equip and bio

Divine Spellcaster

Vateelda Lateef- Human spellscar oracle

Dotted for interest

Loup Blanc -meat shield?
Mark Thomas 66 - Pally?
DM Carpe - Inquisitor?
Celeador -dwarf?
Monkeygod -rogue?
Monjeblue?
Stratos ?

If I've forgotten anyone let me know, it was unintentional.

Don't forget to include your posting availability as request.


I seem to be developing some mild psychic powers. Every character concept I have (first a half Orc drunken master, then a spellscar oracle) seems to get claimed before me. I must look into this. And think up some more characters!


Ah, Rappan Athuk. I would be lying if I didn't say I was interested. We will see if we have enough time to put together a character. If we do, then we have enough time to play.

Note to Self:
Figure out why I suddenly switched to third person plural when referring to myself. Don't do it again. And pick up some dog food for Jessie.


Tzelvek's equipment:

Shawl of Life Keeping: 1000gp?
Belt of Tumbling: 800
Mwk Darkwood Quarterstaff: 340
Armbands of the Brawler: 500
These are the magical/standard gear I'm looking at. Shawl of life keeping would be great for this game with the house rule, but not sure it really fits. The other three are definite ins. How do you feel about Keen Scent?

This is to give you an idea of the kind of mundane stuff I'm thinking about.

Obsidian Shuriken:
Spelunker's Kit: 174
Surival Kit: 5
Pathfinder's Kit: 12
Mule: 8
Bear Trap x5: 10
Marbles x10: 5
Alchemist's Fire x5: 100
Oil x40: 4
Tindertwig x10: 10
Thunderstone x2: 60
Acid x10: 100


@ Tzelvek - Keen scent is a half-orc racial feat. Right now hold off on it, I may let racial feats in but that depends on if there are drow in the party. No racial feats is because I'm permitting drow. I don't have the ARG to do racial builds but the drow race is a bit stronger than others. So rather than singling out drow only for no race feats, I had it across the board. I may readdress this after selection and if I do, I will let those selected make some alterations.


Here's a quick overview on how I plan to run the early stages of the campaign. I'll track XP and advise when its time to level this makes it easier on me. I plan on leveling characters up to 3rd very quickly. Then everyone will spend a little time exploring the surrounding area, again leveling pretty quickly through 4th and 5th level, this will let everyone get an idea of the group's abilities and perhaps, there can be some small character adjustments. After that it's into the dungeon.

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