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 heads out of the inn well before dawn, making for Varl's Edge.
If he is there: "Brother Varl, I would like a moment to convene with the Creator. If that will not inconvenience you, of course."
Standing before the anvil, Karnog lays his hammer along the steel and begins praying to Torag.
"Father, grant me your wisdom and strengthen my arms and resolve. I have encountered strange things, most notably a group of orcs who did not try to slay me. Their females and young acted as humans, halfling, or even dwarves might. They responded to my words of Good and respect, and seemed ready to work as a community rather than as raiders and pillaged."
Bowing his head, he quietly contemplates the situation. "In addition, I have come to know the power which would allow me to summon and call forth archons and similar creatures. How do I know their proper and appropriate usage? How do I order about creatures such as they, as a simple dwarven priest?"
Karnog finishes up his prayers, blessing the forge and anvil before he leaves, then heads for breakfast.
Karnog you fill your body tingle with wisdom as you will innately know when it's proper to call forth one of faith's protectors. You also sense the Almighty's acceptance with your recent conversion attempts.
Karnog:
You see an image of the orc female laughing and joking with little one as they sit around a circle looking at leather bound book. She appears to teaching them letters.
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|
Smiling broadly at his granted vision, Karnog joins the others at the Sly Wink.
"Good morning. I would love some bacon and eggs, some bread, coffee and a mug of ale if you please."
To Grungsdi: "How are you feeling, my friend?"
To Felicitas: "Morning, Felicitas. I don't believe I had the pleasure of meeting your small flying friend last night. I am Karnog Kegmeister, priest of Torag. Pleased to meet you."
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4
Standing up and remembering her dwarvish lessons Felicitas greets Karnog "May the Forgehammers strength fill your arm and his diligince your work."Switching to common:"This is my dearest companion Aurora and we were talking with Grungsdi about the backbones of your company."Adressing all:"It seems your company is called the short swords. And you were asking if I would travel with you and join your adventures. As I just finished an assignement, I am quite willing to talk business. After breakfast. And Aurora please stop laughing in my mind!
Male, Ac 22,T16,FF18, F4,R6,W5, Fly 23, Dipl +9Perception 12, Stealth 17,UMD 13 SR 13 Ini+3 Faerie Dragon Familiar
Bursting in a laughter like a windchime Aurora looks at his friend and says:"Come on. You had to smile too. The short swords. I mean try to make a song out of it. Their swords were short their courage large? nd the shortswords stabbed the... You get expelled for indicent language. Stopping as Felicitas starts to giggle herself.
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
I feel like a dwarf up too early in th morning! I'm not much of one for discussion of loot shares, but we seem to give me some good loot!
male gnome, NPC, cartographer Expert 5/illusionist 7
"Well it is true the Short Swords are back in town, why would I know that though? I haven't seen any maps, but rumors are they survived a few harrowing adventures." The gnome jabs in good nature. "Why is it the employer is the last to know these things? I suppose you have other urges to quench." He winks at Tracy.
His fluffy eyebrows raise as he looks at Grung. "You look..." hsi sentence trails off.
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|
"Aye, Walter. We came into town last night, and our dispersal of treasure led to a rather spirited celebration here at the 'Wink. Obviously, we have new material for you."
male gnome, NPC, cartographer Expert 5/illusionist 7
His eyes light-up with the mention of new material. "Did you encounter much danger? I had one party hired around the same time as you all known as the Red Swords they haven't been seen in weeks. Cocky bunch they were, keep an eye out for any sign of them." He scoops a spoonful of grits. "Where y'heading next?'
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|
"Aye, a fair amount of danger. Kalim and our new recruit Grungsdi fought some giant frogs and other critters, plus some kind of scythe wielding monster. The rest of us encountered a whole mess of orcs, who we managed to rout from their hold."
Karnog alternates between food, coffee, and ale as he talks. As Walter mentions the Red Swords, he focuses more closely on his words.
"I don't know exactly where we were going. Where did that crew head to?"
male gnome, NPC, cartographer Expert 5/illusionist 7
"Well when they last checked in they were heading over towards Zelcor's Ferry, but a caravan came through a while ago." He drinks coffee then eats more grits. "The group escorted the a caravan south on the coast road, till they got west of graveyard, they told the caravan they were heading to the Mausoleum seeking fame and fortune."
The graveyard is known to you as the Main entrance to the dungeon.
The group also knows that you're one of multiple scouting, cartography groups working for Walter. In fact, you will remember that Malcolm was with one group that was ambushed, he was prisoner when you found him.
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
I have mapping equipment...maybe I was part of one of these scouting groups? The entrance sounds like a good place to start to me!
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
Grung looks at the gnome for a bit but decides he doesn't know him
male gnome, NPC, cartographer Expert 5/illusionist 7
"You are? Well my name is Walter Featherton, I'm the good proprietor of of Featherton's Guides - the finest cartographer shop in Nirmathas." She stands and bows in sweeping fashion. "Perhaps, you are looking for work, I can always use new talent and the pays great. As the Short Swords can attest."
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
not sure. Where might that be? Are there lots o' dwarves there? I can't imagine being from somewhere without dwarves. I suspect I am famous wherever I am from. Why what do ye know.
male gnome, NPC, cartographer Expert 5/illusionist 7
He laughs, not at you, but at the comment about Janderhoff. "yeah, you can say there are lots of dwarves there. It is one of the last great cities a few weeks journey from here to the west in Varisia." He pauses, "You look like barrel merchant's son from there...the merchant was known as Barellton. I don't remember the boy's name it's been years."
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
hmm barrel merchant...got any barrels? Maybe I will discover I am particularly good at moving them! he rises raring to do something w barrels
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
Master Featherton, we have mapped where we entered and encountered the Orcs. We now seek to return to continue our efforts. We actually asked the fair lady Felicitas to join our crew, but for some reason my requests have fallen on deaf ears. At any rate, it is great to see you, sir.
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
Kalim enters and tries his best not to snicker at anyone's prayers. He orders some bread for breakfast and eats. "Now that the others have sated their bloodlust, apparently we're back to mapping. I believe the bard shall be helpful, as long as the rest of the party doesn't fixate upon her."
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
I certainly hope we get to fight some more beasties!
male gnome, NPC, cartographer Expert 5/illusionist 7
The gnome finishes his breakfast and relaxes with another cup of coffee. "Well if these successful explorers and cartographers have negotiated an agreement with you young lady, then you have joined a fine group." He smiles at her. "I pay 50 gp per map section, per person. Well above any going rate short of a sultan, why so much? It's dangerous work as your new comrades can attest to."
He stands up and comments, "When you are finished with your breakfast, can some one stop over with the map for inspection and payment?"
Other than seeing Walter and receiving your payment 150 GP each (map of area leading to Daarog's, caves explored by Kalim, and Daarog's lair) is there anything else that you want to do or see in the town? Basically, you can resupply with base goods: rations, wine, and what not. Everyone can deduct 50 gp and assume you've had things repaired (armor, weapons, leather) and you've re-equiped base items.
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
After concluding business with Walter the group spots Nib, who is organizing an ox pulled wagon that is loaded with supplies and animal cages. He looks up, "Good , good there you are. Karnog and Kalim I've deducted the cost of these from your register. I saw you forgot the animal cages and transport...I mean chickens, goats and pigs won't live long in bag of holding."
He waves to the string of animals. "The cart and ox are gifts from Varl and me, you've been good for business and well, excellent brothers in arms. We want the [i]'Great Orc Experiment' to succeed.' figured they could use an ox for farming or food."
He hops off the wagon and shows Kalim a rather large burlap sack. When he opens it it reveals quite a few toys, mostly wooden but several dolls. 'A kid needs a toy." He pats the sorcerer on the back.
Assuming nobody is doing anything else, I will more this along.
The party rested and refreshed heads out shortly after midday. They pass an occasional farmer and woodsman. When they hold up for the night near the site of the destroyed farmhouse they came across, what seems like an eternity ago. The signs of destruction remain.
It is two days before the full moon.
You have another day and half till you get back to the orcs. From there you figure it's a day to the graveyard.
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4
"I will join Malcom´s watch. I hope you do not mind! And I hope someone can cook, because my culinary skills are.. limited. Actually Aurora is better than me. The little dragon nods enthusiastically.
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
I'm not sure how you plan on using Aurora, perhaps as a scouting or a combatant, and I'm not suggesting anything, but (there's always a but) a bit of warning. Desmond once had two wolf companions with a druid he was playing, he choose to put those wolves in harms way with tripping attacks and scouting, from the DM POV they were fair game to attack. I don't generally target companions or familiars, but if the player puts them in dangerous positions harm can happen.
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
Male, Ac 22,T16,FF18, F4,R6,W5, Fly 23, Dipl +9Perception 12, Stealth 17,UMD 13 SR 13 Ini+3 Faerie Dragon Familiar
GM:
Trust me I am a int 16 intelligent dragon with little HP. I try to avoid combat if I can. I can scout, I can advice, but the moment the battle starts I am invisible and cruising around the top of the room. If I participate in a fight it will be spells and or wands and scrolls
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
Grung moves from Karnog, to Maclom to Felicitas to Desmond and wakes them in that order.
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
Grung covers his mouth and gestures towards the sound.
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
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.
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.
*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!
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.
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.
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.
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.
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?
@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.
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?
@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 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?
@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.
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.
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
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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
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!!!!
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.
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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.
@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.
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.
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.
@ 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.