| AdamWarnock |
I'm also looking at Tieflings and Aasimars (yes again.) If it's alright I'm going to roll for the alternate abilities and features.
Using the chart here.
Aasimar Ability 1: 1d100 ⇒ 87
Aasimar Ability 2: 1d100 ⇒ 6
Aasimar Ability 3: 1d100 ⇒ 29
Aasimar Feature 1: 1d100 ⇒ 67
Aasimar Feature 2: 1d100 ⇒ 30
Aasimar Feature 3: 1d100 ⇒ 6
Using the chart here.
Tiefling Ability 1: 1d100 ⇒ 87
Tiefling Ability 2: 1d100 ⇒ 61
Tiefling Ability 3: 1d100 ⇒ 67
Tiefling Feature 1: 1d100 ⇒ 27
Tiefling Feature 2: 1d100 ⇒ 81
Tiefling Feature 3: 1d100 ⇒ 5
| Zahar |
It doesn't contain the Flank trick, thus I did not choose it. I make my characters using this site, so a lot of information can go under the radar. I would have taken the trick if I knew it existed. Would you mind letting me swap out one of her existing ones for it?
| GM Alice |
Sure thing. Animal Archive is pretty new - and in my opinion, it's kind of silly that it essentially nullifies/codifies certain tactics you could theoretically do with core tricks - but I do agree with it that an animal isn't going to flank unless that is something taught OR that is something that is natural for it (e.g., wolves would try to flank)...
| AdamWarnock |
I've got no problems with the dwarven barbarian as it stands. She's dumb as a brick, sheesh...
Yeah and that's the reason I was looking at other races. I don't mind dumb. I would like to have a positive Wis Score.
Female Agathion-Blooded Aasimar (Idyllkin) Barbarian (Invulnerable Rager) 1
CG Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 19 (1d12+7)
Fort +6, Ref +1, Will +1
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Gladius +4 (1d6+3/19-20/x2) and
. . Halberd +4 (1d10+4/x3) and
. . Lucerne hammer +4 (1d12+4/x2) and
. . Talon (Talon Attack) +4 (1d4+4/x2)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 16, Int 8, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Toughness +3
Traits Faithful Artist (Perform [sing]), Resilient
Skills Acrobatics -4, Climb +2, Escape Artist -4, Fly -4, Intimidate +5, Perception +5, Perform (sing) +6, Ride -4, Stealth -4, Survival +3, Swim -2; Racial Modifiers +2 Survival
Languages Celestial, Common
SQ fast movement +10
Other Gear Four-mirror armor, Gladius, Halberd, Lucerne hammer, Backpack, masterwork (empty), Bedroll, Blanket, Cooking kit, Crowbar, Flint and steel, Grappling hook, Silk rope, 29 GP, 4 SP
--------------------
Special Abilities
--------------------
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Faithful Artist (Perform [sing]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Still dumb, but wiser.
I went with the Four Mirror armor on both builds because it was the highest armor bonus to AC I could fit into the budget. I'd rather have something that doesn't have the Far Eastern connotations, but chainmail was prohibitively expensive, which doesn't make sense since the four mirror is a third of the cost and is described as being worn over chainmail.
| Zeltor |
Personally, I believe you can get more mileage, mechanically speaking, out of the dwarf - that racial resistance to poison an spells is precious for someone with low will saves. And you can still add dwarven traits on top of that - Glory of Old I believe.
My suggestion for the AC at low levels is to carry a shield - a buckler can give you it's armor bonus when using for example a long spear, if you take the -1 penalty to hit. On the other hand, you can simply throw a medium shield to the mix and go 1h weapon. Your AC will rocket, damage is still pretty decent (I would probably take PA at level 1), and nothing prevents you from simply dropping the 1h and shield, and drawing your 2h of choice ;)
| AdamWarnock |
Luca Shatterstone
Female Dwarf Barbarian (Invulnerable Rager) 1
CN Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 19 (1d12+7)
Fort +5, Ref +1, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
. . Dwarven longhammer +4 (2d6+4/x3) and
. . Dwarven waraxe +4 (1d10+3/x3)
Special Attacks hatred, rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 16, Int 7, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Toughness +3
Traits Hard to Kill, Ruthless
Skills Acrobatics -4, Appraise -2 (+0 to determine the price of nonmagic items with precious metals or gemstones), Climb -2, Escape Artist -4, Fly -4, Intimidate +3, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Perform (sing) +0, Ride -4, Stealth -4, Swim -2
Languages Common, Dwarven
SQ fast movement +10, greed, hardy, slow and steady, stability, stonecunning +2
Other Gear Four-mirror armor, Heavy steel shield, Dwarven longhammer, Dwarven waraxe, Backpack (empty), Blanket, Cooking kit, Crowbar, Flint and steel, 8 GP, 5 SP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ruthless You gain a +1 trait bonus on attack rolls to confirm critical hits.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Kiley Sherrow
Female Agathion-Blooded Aasimar (Idyllkin) Barbarian (Invulnerable Rager) 1
CG Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 19 (1d12+7)
Fort +6, Ref +1, Will +1
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Gladius +4 (1d6+3/19-20/x2) and
. . Halberd +4 (1d10+4/x3) and
. . Lucerne hammer +4 (1d12+4/x2) and
. . Talon (Talon Attack) +4 (1d4+4/x2)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 16, Int 8, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Toughness +3
Traits Faithful Artist (Perform [sing]), Resilient
Skills Acrobatics -4, Climb +2, Escape Artist -4, Fly -4, Intimidate +5, Perception +5, Perform (sing) +6, Ride -4, Stealth -4, Survival +3, Swim -2; Racial Modifiers +2 Survival
Languages Celestial, Common
SQ fast movement +10
Other Gear Four-mirror armor, Gladius, Halberd, Lucerne hammer, Backpack, masterwork (empty), Bedroll, Blanket, Cooking kit, Crowbar, Flint and steel, Grappling hook, Silk rope, 29 GP, 4 SP
--------------------
Special Abilities
--------------------
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Faithful Artist (Perform [sing]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Normally I probably would spring for PA at first, but I think I can cause enough damage now that I can wait until third and get Toughness now. Raseri was built like a skirmisher, so she focused on mobility. Luca and Kiley are supposed to be tanks. The kind that just won't die. (I'd like to get Diehard if possible.)
Really, I could go Paladin or Fighter and push the AC even more. Narrow halls mean a tower shield totin' melee type is going to own.
| GM Alice |
RE: four mirror armor, I have no idea why it's so cheap either...
Remember that you'll start with extra money over the 1st level standard (Zahar and Zeltor started with +150 gp I believe?) so you should be able to pick up a suit of chainmail or breastplate if you so desire.
It's up to you to decide which of the two you prefer. I'll note that you'll probably find the dwarf's stonecunning ability incredibly useful in a dungeon with stone walls and secret doors and traps... :P
| AdamWarnock |
True. I'll make a decision by the time this fight is over. I've already got an idea for where they come from, and I like Kiley's background better than Luca's, but we'll see.
Also, are you cool with me using the alternate ability I rolled for?
| Raseri Whitescale |
The Aasimar. I rolled up above and went with the claws. The day-time initiative one and the ride one didn't seem like they'd get much use.
| Kiley Sherrow |
Female Angel-Blooded Aasimar (Angelkin) Barbarian (Invulnerable Rager) 1
CG Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 19 (1d12+7)
Fort +6, Ref +1, Will +1
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
. . Gladius +4 (1d6+3/19-20/x2) and
. . Halberd +4 (1d10+4/x3) and
. . Longsword +4 (1d8+3/19-20/x2) and
. . Lucerne hammer +4 (1d12+4/x2) and
. . Talon (Talon Attack) +4 (1d4+4/x2)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 16, Int 8, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Toughness +3
Traits Faithful Artist (Perform [sing]), Resilient
Skills Acrobatics -4, Climb +2, Escape Artist -4, Fly -4, Heal +3, Intimidate +5, Perception +5, Perform (sing) +6, Ride -4, Stealth -4, Swim -2; Racial Modifiers +2 Heal
Languages Celestial, Common
SQ fast movement +10
Other Gear Chainmail, Heavy steel shield, Gladius, Halberd, Longsword, Lucerne hammer, Backpack, masterwork (empty), Bedroll, Blanket, Cooking kit, Crowbar, Flint and steel, Grappling hook, Silk rope, 39 GP, 4 SP
--------------------
Special Abilities
--------------------
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Faithful Artist (Perform [sing]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Her childhood was harsh. She learned to fend for herself, sneaking food when she could and taking her licks when she was caught. Tutors from around the empire came to teach the young girl the arts of summoning, when she showed little talent and less inclination for them, they pursued the course of a Hellknight, hoping that the grueling initiation and training would squash the "improper and dangerous thoughts" that she had expressed. Kiley, as her instructors soon discovered, was drawn to polearms, showing skill and promise very early. They also found that she had a will of iron, despite the compassion she showed those less fortunate. The other armigers made her the target of their ridicule and the instructors, their ire, as a result.
She proved tough, tougher than any of them thought. They pushed and pushed, unable to break her, unable to bend her. Until the day her instructors had enough and decided to make an example of her. It was eleven against one, and Kiley was given a stick while her peers were handed very sharp, and very lethal weapons. The Signifiers and other instructors told her that everything she believed, everything she held dear and knew in her heart was a lie. That they were the signs of a weak mind. That she would be punished for her compassion and sense of justice.
They soon learned they had made a grave error. Kiley's mind was not the only thing that was strong. Her slender form hid a secret, and hid it well. She was far stronger and resilient than any of them expected. As she fended off attacks from all sides, anger swelled in her heart. Finally, it was too much. Like a flood from a bursting dam, her rage from 16 years of abuse, of injustice, and of quietly bearing it all rushed forth. In a matter of moments the tables had turned. With a snarl she disarmed one of her opponents and had two more on the ground clutching broken limbs. The halberd's head danced as she put the armigers on the defensive. One after one they either fell or broke ranks. The instructors barked orders, but all any of the trainees wanted was to get as far from the wild woman as possible. They moved forward to subdue the enraged angelkin, but were met with steel. Spells failed to hold her and she proved unstoppable in battle. Once the dust had settled, most of the small garrison was either unconscious, or running away. Despite the way her limbs felt like lead, Kiley fled across the border into Varisia.
A short while after crossing the border, she met a Varisian caravan, and a wise seer that taught her of the Starsong. The idea of exploring and seeing new places resonated with the young woman, and she soon became a devoted, if quiet, follower. Her experiences had left her distrustful of others. Tales of Chelish cruelty trickled through rumors and scraps of news. They began to blur and her emotions began to numb, until a rumor caught her ear. The order she had deserted had posted a bounty for her capture. Fear gripped her heart, and she begin looking for a way to disappear.
That is when whispers of Rappan Athuk began to grow. The remote dungeon was close to Mendev. Hopefully close enough that the only Hellknights there were after demons, not deserters. Seeing no other options, she fled north and east, eventually reaching Zelkor's Ferry, and hopefully freedom.
Finally made a decision. Hope everyone's happy with Kiley.
| Kiley Sherrow |
Sweeeeeet.
edit: probably going to change again. That stare is unnerving.
| Zahar |
Btw, do you guys want to use burying Raseri as an excuse to go topside and meet Kiley sooner rather than later? That's kinda how I figured it would go down. I don't know if we're going all the way back to town, but the details could be worked out easily. Thoughts?
| Molasbar |
I think that would be a great way to work in Kiley. When it comes to burying Raseri, Molasbar would point out that doing it in or around a site dedicated to a lord of the undead was just asking for a bad future encounter; we should take her to town and see if they have consecrated ground available.
Besides, we have to turn in our bandits and return our henchmen. :)
| Olofire Stargazer |
Good ideas Molasbar & Zahar. We can cash in and give us a chance to meet Kiley somewhere.
@Adam - I like how by placing Kiley in Cheliax the fact that she is an aasimar makes her condemned. Nice role reversal. Also, she looks like she can take & give a beating!
| Zeltor |
Yep, that girl IS tough - I can vouch for that :D
I have updated the loot spreadsheet - currently, without knowing if any of the items (mainly on Tall Jack) are of masterwork quality or magical, we are looking at a current wealth pool of around 840gold total, after selling everything.
| Corporal Ninivic Black |
Sorry for disappearing for a bit. Works been a bit nuts over the last week or so and probably will be to the end of the month. I should be able to get back to more regular posting though.
EDIT: And that misfire was totally appropriate for poor Ninivic! Maybe once he gets a chance to work on his pistol for a while and upgrade it to masterwork, he'll have better luck :)
| Zeltor |
Wow, the Whitescale family is not to be messed with. 28 hp at 2nd level?
Thanks for the updaet, Zeltor. I think we are finally getting to the point where we can buy magic items!
840gp to divide by all ;)
| GM Alice |
I must fill that in when I have a chance :P
Last week of my university semester next week, and I have four assignments due, one for each class. Hoo boy. Anyway, I'll be busy, although I should be able to keep up with posting - just don't worry if I miss a day here or there. After that it's exams, but that shouldn't affect things much. :)
In any case, let me know when you want to head back in to the dungeon!
| TheRedMage |
All,
I very sorry to say this, but I will have to withdraw from the game (and in fact, every game I am involved in). Of course, it is for “real life” issues but I think you all deserve more explanation than that as you’ve given me a chance to game with you.
I have a very young daughter who has a serious medical condition. She had some hospitalizations last year and we thought that things were better. Unfortunately, things are looking worse now. Without going into too much detail, I will be focusing all my time on her and my wife and in the free time I have I don’t think I will even be in the state of mind to enjoy a game. Who knows, I may find that escape from my RL problems it what I end up needing, but in the mean time none of you should suffer from a player who is only half-there.
Sorry again for the disruption this causes and I appreciate your understanding. I hope our paths will cross again.
| Zahar |
Yikes, this is some awful timing. I just finished informing my other group that I will be leaving them due to school starting up full force in the next week. It was fine before, but now I'm getting into the more advanced medical courses, and they will be extremely time consuming. Sadly, that means I must withdraw from this and Adam's game as well. I didn't know you'd also be losing Olo, too. That really sucks. >.<
I had a lot of fun gaming with you guys, and I hope that you will be able to find adequate replacements to continue the game. I sincerely apologize for the inconvenience!
| markofbane |
Wow. Well, I really hope it goes well with your daughter.That is really terrible. Good luck, and I hope you do get a chance to come back in better circumstances.
And good luck in school.
I can't fault either of you; I believe your priorities are 100% right on. I hope we get to game again sooner rather than later.
Alice, I'm planning on sticking around, for what its worth. :)
| Zeltor |
TheRedMage, I really hope everything works out well for you and your family - without going into much details, believe me I know exactly what that is, and no game should or will ever be ahead of family business. Take care of them and of yourself.
Zahar, it is a shame that you have to leave man, I was hoping we would reach the bottom of Rappan Athuk with Kasuri still in toe (or stalking ahead). Good luck with your medical classes, those will be absorbing for sure.
Alice and the others, I am still here, hoping we manage to keep this one going and not let it crumble. Any idea if you will be recruiting from scratch or taking up characters that were dropped previously? Or if you would take suggestions from us? I know of one or two people I have played with in other PbP that would probably be interested.
| GM Alice |
No worries Riddle, good luck in your studies! :)
As for what to do from here, well, I'll put it to you guys. Here are the options I can think of offhand:
1. End it all here
2. Pick up new players and continue from where we are (with perhaps a little bit of a time shift to make it not be so odd IC :P)
3. Pick up new players and continue from a different dungeon level (to go along with the time shift)
4. Stop playing Rappan Athuk and perhaps recruit for something else, an adventure path of some sort maybe?
| AdamWarnock |
Oh man, I'm sorry to see you go Riddlewrong. I wish you luck and hope that you make it through. I've heard that medical degree programs are insane.
@Alice: Please tell me that option 1 is a joke. I want to continue, because I've been having fun. Although I'm not opposed to 4.
| AdamWarnock |
I'm certainly enjoying RA, but I understand if it is getting to be a bit much. 2 or 3 would be preferable in my regard, but if you go with 1 or 4 I would support it as well.
Yeah, me too. I'd be bummed if we went with 1, but I understand about having to drop a game that's eating all of your free time.
| Zeltor |
Well, I've said this before - I would really like to test my mettle against Rappan Athuk, and I enjoy immensely the challenging and epic aspect of it - maybe an excuse for being acceptable to have optimized characters, and not being scoffed at because of that? Yes, I am starting to get pissed (pardon my french) when being scolded at for making optimized characters, regardless of how much I emphasize their personality and background... Its nothing blatant, its just those sneaky questions... Oh, you have a thrush familiar...? Hell YES! It speaks ffs :D
Ok, I am ranting here....
As far as the route we take, my preference is definitely 2, then 3 far off in the distance, then 4. I don't want to see 1 happening - I like the groups' RP vs combat gameplay balance, and I have enjoyed a lot GM Alices' investment in the game.
That being said, I leave it up to Alice - if you think you have time for RA great, if not I would be happy to play any game with you - of course I have a couple of ideas up my sleeve, but from my experience it will be more enjoyable to all if the GM really digs it, so I'll stay silent not to influence anything :D