To Rappan Athuk (Inactive)

Game Master brvheart


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Borderland Provinces Map


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Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed 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.”
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Hello heroes, villains and everything in between. Adventurers, wanderers and all sorts of unfortunate souls have tried their luck and met with a gruesome end. This recruitment is for half a dozen more of those fools who, for their own reasons decide to venture forth. Rappan Athuk will be situated south of Geb in the Golarion world.

You will start as part of a caravan of travellers going down the Coast Road. You could be caravan guards, a captured bandit, traveling adventurers, pathfinders, etc. Anything that would cause you to want to explore the area. You would each receive several rumours and the option to explore the wilderness around the Dungeon first if you want to.

This will be a 25pt buy.
Any race or class is allowed.
Any alignments(alignment restrictions may be lifted). You can be evil but don't be an ally killing maniac.
I am open to 3rd party stuff too, races, classes, just ask and I'll consider.
2 traits, optional drawback for a third.
bonus first level feat.
Wealth - 3,000gp
Level 3
Everyone gets Power Attack, Deadly Aim, Combat Expertise and weapon finesse as combat options, their prerequisites from other feats are removed.

Recruitment open till the end of the month will let me have a good read of it to prepare.
Link characters backstories together if you want, but it is not necessary, you have all made it to a port in southern Geb some way or another and from there joined the caravan. You do not need to be friends at all, there will be 'circumstances' that cause you to work together soon after beginning.

Ok if I have forgotten anything, let me know or ask questions. Hopefully there is some interest.


A dot for interest, and a quick question. You said it's going to be set in the Golarion universe; that means Golarion deities, right?

EDIT: Also, how do you feel about the early entry for Mystic Theurge? It wouldn't be until level 4-ish, but I'd like to play one.


So then, if someone was interested in Psionics would you want more specifics first?

Silver Crusade

a most intruiged dot


Would you allow the gearforged race and psion class?


I'll toss Sailboat in here, too, as a possible.

Silver Crusade

I am considering an Investigator that or a paladiny type. or possibly a machinesmith?

Sovereign Court

Oh yes... this should be good...

One bard coming right up! Would you consider this archetype for my character? It's focused on debuffs rather than buffs, and the flavour is pretty cool.

Silver Crusade

or, this could be a chance to play a necromancer >:3


Aw man, I was looking at Mystic Theurge necromancer. Ah well. I can shift to buffs/debuffs or something.


If allowed to use Psionics, my top three picks are Soulknife, Aegis and Tactician.

Grand Lodge

Dotting....


Is the Path of War Expanded Playtest Allowed?


Also dotting interest. Kind of want to be the captured individual on this little caravan. A Tiefling Alchemist (Planar Preservationist archetype) that was arrested for supposedly killing the poor and homeless and dissecting them. He's LE, and refuses to kill the living to learn their function. Got no qualms carving up the dead though. And this is all done in his attempt to control life and death, to try and bring back his lover from the beyond.


Dotting for interest.

RPG Superstar 2009 Top 16

Dotting. Planning on submitting a Samsaran Inquisitor who is a reincarnation of one of the original Army of Light members. He's been reincarnated a few times over the past few hundred years, but now feels the pull to head back there and find out what really happened.

Sovereign Court

dotting....


This sounds really good, dot.

Silver Crusade

Ok,

Investigator- He thinks of himself as the worlds detective and treasure hunter. something afoot and you need to know what? He can do that. Some evil mastermind can't be caught? He is your man. Some say his insight and deduction skills are magical,he has never confirmed or denied these sayings. The only thing that is sure, is if this guy is on your trial, you are good as caught. He is also a artifact hunter and tomb delver in his spare time. (you would be surprised how much a well laid out map can go for you know?)

personality- think a mixture of Holmes, batman, with a tid bit of Iron man, watson and some generic rich nobleman. He is very untidy in his work, usually diving through piles of papers and or other crap to find something, although he keeps his pack extremely well laid-out for maximum efficiency. Cocky, smart, practical, and sometimes a little cold.

Appearance- tall and lean but not extremely muscled. His hair is usually unkempt and has about 2-5 days worth of stubble at any given time(excluding any day he actually takes time to shave) Black hair, green eyes.

think this but with black hair

DM would you allow me to weapon finesse a sword cane? mostly for flavor purposes.


Aesterial Yes golarion gods, Orcus being the main baddie in this one. How is this early entry being achieved?

Nohwear Psionics is probably the easiest one for me to say yes to.

Tanner Go for it.

Michael That archetype seems interesting, I'll say yes.

Fury I will probably say yes, let me know what class and such you intend to go with.

Rorek As far as I know Sword Cane is finessable anyway.


Nothing for me, DM HolyWater?


It's taking advantage of a FAQ ruling to use spell-like abilities in place of actual spells. It uses the Tiefling's spell-like abilities as Arcane 2nd level spells and the Trickery domain's copycat ability as Divine 2nd level spells to get into Mystic Theurge at level 4.

If it's an issue, I understand, and can think up some alternative concept. I wanted to check with you first because it's kind of GM-dependent.

Grand Lodge

OK, this character was originally made for a Rappan Athuk game that never really got off the ground, but he is 3rd level 25pt buy, appropriate WBL. HP were rolled after the first level, I can change that if you prefer another method, but otherwise he is ready to go.

Essentially he is a blaster arcanist. At this level, that means burning hands, though he tends to use vanish and battle control spells to try and bunch enemies up so as to maximise his damage while minimising the risk to himself.


Sailboat Didn't see you ask a question. Are you going to post a backstory for your character?

Aestereal there is another FAQ that says copycat is effectively spell level 1 not 2 so that won't work.


Good to know. I was not aware of that one.

Okay, perhaps a kitsune sorcerer, focused on battlefield control. I'll figure out what she'd be doing south of Geb and get to work.


Aestereal wrote:

It's taking advantage of a FAQ ruling to use spell-like abilities in place of actual spells. It uses the Tiefling's spell-like abilities as Arcane 2nd level spells and the Trickery domain's copycat ability as Divine 2nd level spells to get into Mystic Theurge at level 4.

If it's an issue, I understand, and can think up some alternative concept. I wanted to check with you first because it's kind of GM-dependent.

You could also use a Half Elf with Drow Magic, a Drow, a Duergar, A Svirfneblin or an Aasimar for your 2nd level arcane SLA.

and you can use an oracle of wood with wood shape or warp wood mysteries, or an Inquisitor with the Fate Inquisition or if you play an Aasimar, just take the Heavenly Radiance Feat at 3rd level for the second level divine. It's all detailed here.

Grand Lodge

BTW, do you have alignment restrictions? Magnus is currently CN, I can change that if it's an issue (I hate that people use CN as an excuse for CE, but I can simply play him as N if it's a problem). I will alter his background a bit to detail how ended up in a port in Southern Geb (and add those Feats you mentioned).

Silver Crusade

I was considering NN or CG. Most likely CG


Submitted my backstory.


Dotting for interest. Hesitant with all the 3rd party stuff as most that I have seen tends to be unbalanced. Will have to see what is put up. Most likely a monk/brawler type, although a swashbuckler would fit in well in the coast/southern area.


Just realised a drow noble could go mystic theurge at 4th. Haha.

Tirion you don't necessarily need to fit into the area as you could have traveled quite a distance to get here.


Also. Max HP for first three levels. Rolled after and reroll 1's.


Hmmm - I think that a halfling swashbuckler (mouser/inspired blade) could be a cool combination. Not sure about the background, but probably got into trouble on a ship (insulted the captain's girl or something), and got booted off. Now he is trying to make the best of it heading south to see what the world is made of. (For those of you still familiar with Dragonlance, I see him as having a bit of kender (wanderlust/trouble finding) in him.)


Does anyone have any plans to make a tank yet? If not then I could make an Aegis.


My brawler is designed with the idea of tanking in mind.


Im leaning some type of cavalier.


Interested!
Thinking about a Kitsune Executioner Slayer named Koan, possibly related to Aestereal's Kitsune Sorcerer. He'd most certainly be a neutral evil, killing because it's what pays the bills. Perhaps his interest in Rappan Athuk is solely based on monetary gains.


I am totally down. Brother/Sister, or something different? I have an alias named Koayi Aimaina, if that'd work for you. The alias is wildly inaccurate (rogue, built for a homebrew), but the name is still good. If it does, we could work out details.


Brother/Sister works well for me! Any idea what kind of sorcerer you'd be going for? Working on an alias with a rough build to get some ideas flowing.


I'm leaning toward fey, focusing on battlefield control with a little bit of buffing mixed in. Probably not a high-damage build, but hopefully a high-impact one.

Options?:

Kin Bond (Magic): Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling's saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must be willing to grant you the reroll. If you fail the saving throw, you and your sibling are dazed for 1 round.

Thoughts?


Some interesting stuff so far. When a few more submissions are completed I might open the discussion thread for some pregame roleplay, I have seen this in another recruitment and quite liked it(ty Duboris).

So far I have this list. I will update it and make it more complicated with links to alias' as we go.

Rappan Athuk Applications
Player - Character - Race - Class
Aestereal - Kitsune - Sorcerer
Nohwear - Soulknife, Aegis or Tactician.
Rorek - Investigator
Tanner - Gearforged - Psion?
Broadhand - Sailboat - Halforc - Brawler
Michael - Umbral Weaver Bard
Fury - path of war
Tyeal - Tiefling - Planar Preservationist Alchemist
Mark - Samsaran - Inquisitor
Choant - cavalier
Gavmania - Magnus - Human - Arcanist
Tirion - Halfling - Swashbuckler
Echos - Kitsune - Slayer
Grimdog - dot
Galahad0430 - dot
Phil - dot


Aestereal wrote:

I'm leaning toward fey, focusing on battlefield control with a little bit of buffing mixed in. Probably not a high-damage build, but hopefully a high-impact one.

** spoiler omitted **

Sounds like we've got some deadly twins on our hands.

I started a sheet, if you want to take a look over it. Going with a twf switch hitter idea, but I am open to ideas.
Took the Archery Ranger combat style using Slayer Talent and picked the Rapid Shot feat which I am iffy on. I'd rather use Focused Shot to have the option of moving around if need be, but I'm trying something

Silver Crusade

when you say every gets as combat option, does that mean we automatically get it?

also- did you intentionally leave off piranha strike from that list?

also, do you use partial BaB rules?


Yes everyone can automatically choose to use any of those options.
Weapon Finesse is used automatically if your Dex mod is higher than Str mod.
Power Attack, Deadly Aim and Combat Expertise 'may' be used anytime a PC so chooses. Enemies are also able to do this obviously if I deem it appropriate.
Since Piranha Strike does EXACTLY the same thing as Power Attack but is limited to light weapons, it is therefore not an option or even a feat anymore. How less accuracy = more damage for dex builds is beyond me though, Pirahna Strike is a strange feat in my opinion.

Edit: Yes I will use partial BAB here. Rouge 1/Cleric 1/Monk 1/Druid 1 has 3 BAB. Wizard 1/Witch 1 has 1 BAB, etc.

I'm going to apply it to saves aswell. Wizard 1/Witch 1 will have +3 will save from class for example.

Silver Crusade

awesome. one more question. what about classes that get weapon finesse for free. ex.- swashbuckler has it built in as a class feature. (sorta)
crunch is mostly done, still finagling with certain aspects of it. background is being written. at this point the main thing I am taking swashbuckler for is 1d10 HD and opportune parry and riposte XD

swashbuckler 1/investigator2:

Stats: 25pt buy
Traits- fencer, indomitable faith, life of toil
Drawback-overprotective
Human- dual talented
Str: 08
Dex: 18
Con:12
Int: 18
Wis:12
Cha:13
-------------------------------
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Offense:
Movement: 30ft
Swordcane To Hit: +8/+7 (2+4+1+1)
Damage: 1d8+5/7
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-------------------------------
Defense:
HP: 30
AC:18 T: 14 FF:14
Fort:+2Ref:+7 Will:+5
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Feats:
1-swashbucklers finesse (free), weapon focus sword cane, slashing grace,
3- Combat reflexes, (may use when desired: power attack, deadly aim, weapon finesse, combat expertise)

Arms and armor: Arms and Armor: +1 sword cane, chain shirt

Gear: backpack, belt pouch, caltrops(3), grappling hook, silk rope (50ft), lantern, oil (16oz), sunrod(3), alchemy lab, signet ring, waterskin (3),

Skills: 6+1+1
Acrobatics-2
Bluff-2
Climb-2
Know. Religion-2
Know. Nature-1
Know. Dungeoneering-2
Know. Geography-1
Know. Arcana-2
Know. Local-2
Know. Planes-2
Know. Engineering-2
Craft (Alchemy)-2
Perception-3
Linguistics-3
Sense motive-1
Survival-1
Stealth-2
Sleight of hand-2
Disable device-2
Swim-2
Spellcraft-2
Intimidate-1
Abilities:
Alchemy (Su)

Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Ceaseless Observation (Ex)
An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.
This ability replaces poison lore and poison resistance.

Unfailing Logic (Ex)
An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.
This ability replaces swift alchemy.

Panache (Ex)
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Deeds
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex)
: At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex)
: At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex)
: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.


Partial Saves might sound confusing when mixing classes so here is the breakdown to hopefully make it simpler, somewhat...

I have LCM'd it so it is easy to add up if multiclassing.
Classes that have strong saves start at 2 & 3/6 and gain 3/6 each level.
Classes that have weak saves start at 0 and gain 2/6 per level.

A level 1 wizard with weak fortitude at 2/6 that takes a level of fighter will get boosted 2 & 3/6 once (making a total of 2 & 5/6 at level 2 round down of course to get the actual save bonus used for rolls) and further levels in weak or strong saves will increase it 2/6 or 3/6 as appropriate.

So a Rouge 1/Ranger 1/Bard 1 will have +3 on reflex not +6. Hope this isn't too complicated. This mostly gives weak saves a nice boost if dipping in a strong save class and eliminates level 1 strong save stacking(if that is even a thing).

Liberty's Edge

I may throw my hat in the ring with a fighter. Submission will be later today or tomorrow.


Swashbuckler Finesse will stay the same since it allows more weapons that you can use the finesse option with (11 or so weapons in total if I can count). It's not so much a nerf to swashbuckler as a buff to every other martial.


Submission List:

Rappan Athuk Complete Applications
Player - Character - Race - Class
None yet...

Character Sheets OR Backstories submitted
Broadhand - Sailboat - Halforc - Brawler
Gavmania - Magnus - Human - Arcanist

Ideas Presented
Aestereal - Koayi - Kitsune - Sorcerer
Echos - Koan - Kitsune - Slayer
Nohwear - Soulknife, Aegis or Tactician.
Rorek - Investigator
Tanner - Gearforged - Psion?
Michael - Umbral Weaver Bard
Fury - path of war
Tyeal - Tiefling - Planar Preservationist Alchemist
Mark - Samsaran - Inquisitor
Choant - cavalier
Tirion - Halfling - Swashbuckler

Dots
Grimdog - dot
Galahad0430 - dot
Phil - dot
Cutlass - dot

Sailboat and Magnus Though both of you have submitted back stories I also want to see the reason you have come south and joined the caravan, (does not HAVE to be to do with Rappan Athuk at first either).


Here's a draft of the character sheet for Koayi. My current plan is to play her as extremely devoted to her brother. She went with him when he went to Geb.

@Echoes Myron: If you'd like, we can PM back and forth to figure out a few backstory details. I'll be away from the internet from Friday until late Monday, but that still leaves us plenty of time.

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