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Yo DMHW, here's my submission: Koan Aimaina, Kitsune Executioner Slayer, twin brother of the enchantress Koayi Aimaina.
Still working on finalizing, but for the most part, everything's solid.

He comes to Geb on a mission to get even with a crime boss who has caught word that there are many riches in Rappan Athuk.


Kenpachi Is complete mechanically and he has a background, as well as a picture. And yes the picture might be familiar to some of you.


Updated List:

Rappan Athuk Complete Applications
Player - Character - Race - Class
Cutlass - Haloniel - Elf - Fighter
Aestereal - Koayi - Kitsune - Sorcerer
Phil - Good Thomas - Ogren - Fighter
Fury - Kenpachi - Human - Harbinger
Broadhand - Sailboat - Halforc - Brawler
Echos - Koan - Kitsune - Slayer

Character Sheets OR Backstories submitted
Gavmania - Magnus - Human - Arcanist
Tyeal - Expertise - Tiefling - Planar Preservationist Alchemist
Rorek - Arrack - Human - Invulnerable Rager
Wabbithunter - Sorek - Elan - Soulknife 1/Psionic Warrior 2

Ideas Presented
Nohwear - Soulknife, Aegis or Tactician.
Mark - Samsaran - Inquisitor
Choant - cavalier
Tirion - Halfling - Swashbuckler
Redblade - Vishkanya - Stalker
Grimmy - Kaleel - Suli - Monk
Albion - wizzard or master summoner

Dots
Grimdog - dot
Galahad0430 - dot
Thunderbeard - dot

Hope I have got everyone in there. Let me know if I missed you. Also seeing as there are already so many submissions and dots I am going to go for a close of submission a week earlier than I thought. I will post when it is closed and then take a day or so to decide and pick a group.


Sorek's Character Sheet and Backstory provided in profile. If preferred a mythweaver sheet is shown here

Go to Mythweaver..


DM HolyWater wrote:
Albion I think that can work. Basically master summoning nature's ally and a reduced and limited eidolon. Also because you get half class level (lesser eidolon) for determining things like evolution pool, and a wild caller gain 1/4 level bonus evolution points, you will effectively get 1/8 level bonus points.

Unless I use the Half-Elf FCB? :D


Yes that is separate and gives you 'bonus' points. So at level 8 you would have up to 3 bonus evolution points.


I'm just asking so I know how to build the character mechanically (cause I already have a fluff in mind), shouldn't it be something like:

Not to clutter the thread:

A Master Summoner gets 1/2 level everything for his eidolon.

Completely separately, a half-elf, via FCB, gets an additional 1/4 level evolution points, whatever kind of Summoner he's running. A Wild Caller - which has to be a half-elf - gets another 1/4 level in evolution points, basically meaning that a Wild Caller and a Half-elf can get a bonus evolution point every other level.

So a Half-elven Wild Caller combined with a Master Summoner would get bonus evo points to help make up for the weakened eidolon, but it would still only advance at half level with regards to things like feats, BAB, HD, etc.

Right?


Master summoner uses half level to determine everything about the eidolon and his abilities. Use that level as the guide for how many bonus points the wild caller eidolon can get(basically 1/8 of the summoners actual level).
Then you have a separate bonus with the favoured class bonus. The fractions from bonus wild caller points and FCB points will not mix together. At level 4 you will get the first bonus point from FCB. At level 8 you will get the first wild caller point as well as the second FCB point, 12 another, 16 2 more, 20 another. 7 total bonus evolution points.


Just realize I haven't dotted, so doing that. Finishing up a bard I've been working on and off on through the weekend.


Here's Faerdorcha "Freddy" Maercair, human bard.

Backstory:
Faerdorcha had a thirst for adventure from the time he was born. As the scion of a noble family, he was tutored by only the best teachers in Absalom for whatever field he sought to chase. Magic, swordplay, academia, and music were all filled into his itinerary, his parents eager to watch him succeed at anything he set out to do so that he could bring glory to the family. And for a child, he was oddly okay with spending so much time in private lessons, enjoying what he was learning and spending much of his free time reading anything he could find. In his teens, he won archery competitions between the young nobility of Absalom, but the trophies didn't make up for the fact his magical talent, while certainly potent, was not enough to be considered for the city's prestigious academies, and no lesser establishment would do. There were still doors open, but they pressed him harder on his other pursuits as a result.

As he grew, he began to realize that his parents' push for him to excell at whatever he attempted was for their own benefit more than his. They were grooming him to become great so that their name could work better, and had already arranged a marriage for him with the daughter of another noble family. What in his childhood he believed to be their pride in him for each thing he learned, each report about being ahead of his age in his areas of study, was in fact self-congratulatory. He was a tool for them and little else. Far from the first rebellious teenage noble, he nonetheless began sneaking out at night, taking eager advantage of everything he'd learned to help him escape into the night, where he would sing in grimy taverns for a few coins. He didn't need the money at all, but to him it was a rejection of his upbringing, singing in the worst-reputed alehouses in town for pocket change.

In adulthood, he began to hire himself out for small jobs in the city, usually protection or retrieval. While not an intimidating beast of a man, he was shrewd and clever, using his magic and weapons in concert with his wits to get the job done. If anything, his lean build worked to his advantage, his opponents underestimating him and ending up flat on their face because of it. His magic may have been disappointingly little in his parents' eyes, but it was perfect for trickery and aiding his allies, which quickly seemed like a more and more lucrative way to take jobs; lifting others with his song, due to his mixed education leaving his spells and swordplay both a little on the lighter end of matters. There were plenty of warriors plying their trade, but few who could provide his variety, which proved to be his greatest strength.

When he wasn't taking work, he was living the carefree life of a barely-adult noble, throwing money around, drinking and partying. At least until the wedding plans were set for his 20th birthday and his parents began to more rigorously push him into deciding his fate. He had no affections for the woman, who was kind and fair but not somebody he could connect with, and he'd grown resentful of his parents' plans for him and own political machinations. His work had earned him connections, and a spot as caravan guard that would let him see the world and escape his family, to depart the day of his wedding. The night before his birthday he gathered up his weapons, armor, tools, and a pair of adventurer's clothes--signaling his departure from a life of luxury and hopefully earning him a little more time to escape.

Leaving his family and the life he knew behind, he moved aimlessly where work took him, getting hired for adventuring parties in need of his skills or support. In major cities he often lingered a while and soaked in as much work as he could before hopping onto another well-paying caravan job and moving on again. Even when they weren't fighting, he would often sit on the egdes of wagons, singing road songs when his companions could bear to listen to music for days on end. It let him see the world and experience life in a way that finally sated his wanderlust. Experiences he couldn't even fathom in his high-society comfort gave him stories to tell and songs to sing, and let him further hone his skills in a real, productive setting.

His latest job involved escorting a caravan along the Coast Road. It certainly sounded interesting enough, and he'd yet to see Geb, but was very eager to see it for himself. So, picking up his bow, he took the job and set off.

Personality:
Realizing his wits and charm are his greatest asset, Faerdorcha plays up his charm as much as he can. He insists the most distant of acquaintances call him 'Freddy', acts foppish and jovial whenever possible, and keeps spirits high. It not only plays up his role, but often leads to his opponents not taking him seriously as a threat, which is precisely what he wants. Despite seeming like he takes little seriously, even when in danger, beneath that smile is a clever man who will press any underhanded advantage he can take, and who takes threats very seriously. He just won't show it.

A little crude and fairly uncomposed, he acts in a way he knows is unbefitting of his upbringing, to distance himself as far from it as possible. For as open as he is to telling stories of his adventures, he keeps his childhood vague or lied about entirely, wanting to put it out of sight and out of mind. It's a time of his life he's past and fully ready to pretend didn't happen. Especially with a few years on the road under his belt.

Character Sheet:
Faerdorcha Maercar - Human Bard 3
Neutral Good Medium Humanoid (Human)
Init +2; Perception +5
------------------------------------------
DEFENSE
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AC 10, touch 10, flatfooted 10 ( +0 Dex +0 Armor)
HP 27 (3d8 (24) + 3 Con)
Fort +2, Ref +5, Will +2
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OFFENSE
------------------------------------------
Speed 30 ft.
Melee
Masterwork Rapier +5 (1d6+2) 18-20/x2, P
Ranged
Masterwork Shortbow +5 (1d6) x3, P/B
Spells Known
1st (4/day) DC 15: Grease, Ear-Piercing Scream, Expeditious Retreat, Feather Fall
0th (infinite) DC 14: Dancing Lights, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 14, Dex 14, Con 12, Int 14, Wis 8, Cha 18 (16 +2 racial)
Base Attack +2; CMB 4; CMD 16
Feats: Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot
Traits: Criminal (Disable Device), Historian
Favoured Class: Bard (3 Skill points)
Skills:
Acrobatics +6 (1 rank +3 class +2 Dex)
Diplomacy +10 (3 ranks +3 class +4 Cha)
Disable Device +11 (3 ranks +3 class +2 Dex +1 trait +2 tools)
Knowledge (Arcana) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Dungeoneering) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Engineering) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Geography) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (History) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Local) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Nature) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Nobility) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Planes) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Religion) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Intimidate +10 (3 ranks +3 class +4 Cha)
Perception +5 (3 ranks + 3 class -1 Wis)
Perform (Sing) +10 (3 ranks +3 class +4 Cha)
Stealth +8 (3 ranks +3 class +2 Dex)
Use Magic Device +8 (1 rank +3 class +4 Cha)
Languages: Common, Elvish, Orcish
Equipment: Mithral Chain Shirt, Masterwork Shortbow, Masterwork Rapier, 20 arrows (common, 20 arrows (blunt), masterwork backpack, masterwork thieves' tools, traveler's outfit, wand of cure lights wounds, belt pouch, spell components pouch, bedroll, waterskin, silk rope, signal whistle, 10 empty sacks, 5 sunrods, 5 smokesticks
Current encumbrance: 59 lbs
Money: 217.1 gp
Carrying capacity: 66, 67-133, 134-200
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Bardic Performances: Countersong, Distraction, Fascinate, Inspire Courage +1, Inspire Competence +2
Well-Versed
Versatile Performance: Sing (Bluff, Sense Motive)

Party role:
Freddy plays his versatility to the hilt, playing the roles of buffer, debuffer, skill/knowledge monkey, ranged combatant, backup healer, and melee combatant to various degrees as the situation requires. While the only role he'll ever truly excel at is buffer/debuffer, he will be able to hold his own in most any common dungeon crawl scenario.


Hello,

Below find my submission; I'll make it into a proper profile if I'm selected. I decided to go with the Steelfist Commando as that's what I actually want to play. :) The below is cobbled together from what HeroLab has handy. If something doesn't look like it adds up, let me know and I'll change it.

My Steelfist Commando Build:

Thavia
Female vishkanya warlord (steelfist commando) 3
NG Medium humanoid (vishkanya)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 28 (3d10+6)
Fort +5, Ref +5, Will +0; +3 bonus vs. poison

(At this time, HeroLab doesn't seem to be reflecting Force of Personality, so Will save should be a few points higher.)

Defensive Abilities dodge bonus; Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk kukri +5 (1d4+3/18-20) or
. . mwk starknife +5 (1d4+6/×3) or
. . unarmed strike +6 (1d4+6)
Maneuvers Level 1: Hunting Serpent Blow, Leaping Dragon, Offensive Roll, Pommel Bash, Shards of Iron Strike, Sting of the Rattler, Swift Claws.
Level 2: Sun Dips Low.
Stances : Body of the Night, Poisoner's Stance
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 12, Wis 8, Cha 16
Base Atk +3; CMB +3; CMD 19
Feats L1: Two-weapon Fighting, L3: Deadly Agility
Improved Unarmed Strike, Greater Unarmed Strike (bonus from class features)
Combat Expertise, Piranha Strike, Power Attack, Weapon Finesse (bonus feats as per GM)

Another omission of HL's seems to be the bonus feat granted at level 3 by the Warleader feature, so one more feat to use there. I was thinking Paired Opportunists to get a little teamwork action going.

Skills Acrobatics +9, Bluff +7, Climb +4, Diplomacy +7, Escape Artist +6, Heal +5, Intimidate +7, Knowledge (local) +2, Knowledge (martial) +5, Perception +5, Sense Motive +3, Stealth +9, Survival +3, Swim +4; Racial Modifiers +2 Escape Artist, +2 Perception, +2 Stealth
Languages Common, Draconic, Vishkanya
SQ force of personality, gambits (acrobatic gambit, victory gambit), indomitable presence, poison use, tactical presence, toxic, unarmed combat, warleader, warlord’s gambit
Other Gear mwk chain shirt, mwk kukri, mwk starknife, 2,118 gp
--------------------

Background/Motivation:

Thavia is part of a secretive cult called the Children of the Night Sky. Seemingly based somewhere in northern Garund, they take occasional jobs as mercenaries. Few on the outside are aware of their existence, and only the top ranks know the organization is headed by a couatl and a guardian naga, who use the mercenary work as a cover for their benevolent agenda. Thavia joined the caravan on orders from her superiors, to protect it from harm and await further word.

(leaving it a bit open-ended, would be more than willing to work out something more detailed if you've got a notion)

-Ghorrin Redblade


Some good and interesting stuff everybody.

Updated List:

Rappan Athuk Complete Applications
Player - Character - Race - Class
Cutlass - Haloniel - Elf - Fighter
Aestereal - Koayi - Kitsune - Sorcerer
Phil - Good Thomas - Ogren - Fighter
Fury - Kenpachi - Human - Harbinger
Broadhand - Sailboat - Halforc - Brawler
Echos - Koan - Kitsune - Slayer
Wabbithunter - Sorek - Elan - Soulknife 1/Psychic Warrior 2
Nidoran - Freddy - Human - Bard
Redblade - Thavia - Vishkanya - Warlord
Gavmania - Magnus - Human - Arcanist

Character Sheets OR Backstories submitted
Tyeal - Expertise - Tiefling - Planar Preservationist Alchemist
Rorek - Arrack - Human - Invulnerable Rager

Ideas Presented
Nohwear - Soulknife, Aegis or Tactician.
Mark - Samsaran - Inquisitor
Choant - cavalier
Tirion - Halfling - Swashbuckler
Grimmy - Kaleel - Suli - Monk
Albion - wizzard or master summoner

Dots
Grimdog - dot
Galahad0430 - dot
Thunderbeard - dot

Correct me if I got anything in the list wrong.

If anyone who hasn't decided is wondering what to do we have plenty of melee combatants, a couple full arcane classes, some skilled classes but zero divine classes. Out of the party of 6 i'm hoping to at least have 1 of each of these 4 groups, though obviously it doesn't have to go that way either.


I'll give a War Priest a shot.

Lars the (drunken) Crusader.

Lars grew up in Kalsgard, son of a tavern owner. He wan't overly smart, but generally had a goodly bit of common sense which kept him out of trouble. He would work around the tavern cleaning up and doing some serving. He didn't really aspire to anything much beyond taking over the tavern once his father retired from the business. He did serve in the local militia, since the border with Irrisen was always a cause for concern. As he did work in a tavern, he was nowhere near a teetotaler, though not really the town drunk either.

One evening a roving priest of Cayden Calean stopped by the tavern and wove a hell of a tale of the exploits of both the god in his former mortal form and the work of his roving priests and other followers. The tales of derring do, and heroics on behalf of the oppressed and enslaved fired up Lars' imagination. He was hooked and immediately sought out a temple of the new god and offered himself up for training. His large size and strength led them to train him towards a more martial bent (not to mention not being mentally gifted). After some time spent training, he struck out as a crusader in service to his god.

However he got a bit more into the cups in service to the drunken god, and his crusades have never managed to coordinate well with any large formal efforts. Thus he has meandered all over the Inner Sea region righting wrongs, freeing slaves, and carrying out the good works of his god. Of course he was also rather potted most of the time, so it was heavy on the meandering.

Eventually he found himself with a caravan traveling the coast road in Garundi. He's still not quite fully sure how he got talked into making this trip, but he is sure his faith in Cayden will see him through no matter where he ends up.

stats:

Lars the drunken crusader
Human (ulfen) warpriest of Cayden Cailean 3 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (human)
Init +3; Senses Perception +10
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 21 (+9 armor, +1 Dex, +1 dodge, +2 shield)
hp 24 (3d8+6)
Fort +5 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +3, Will +6; +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee rapier +5 (1d6+3/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks blessings 4/day, fervor 4/day (1d6), sacred weapon (1d6, 3 rounds/day)
Warpriest Spells Prepared (CL 3rd; concentration +6)
. . 1st—bless, bless, magic weapon, protection from evil
. . 0 (at will)—create water, detect magic, light, stabilize
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Base Atk +2; CMB +5; CMD 18
Feats Combat Casting, Combat Expertise, Deadly Aim, Dodge, Fey Foundling[ISWG], Power Attack, Warrior Priest[UM], Weapon Finesse, Weapon Focus (rapier)
Traits iron liver, seeker
Skills Acrobatics -4 (-8 to jump), Diplomacy +4, Heal +9, Knowledge (religion) +5, Perception +10, Ride +0 (+2 to stay in the saddle), Sense Motive +7, Spellcraft +4, Survival +7, Swim +1
Languages Common, Skald
SQ blessings (good: battle companion, holy strike, travel: agile feet, dimensional hop)
Combat Gear alchemist's fire (2), antiplague, antitoxin, healer's kit; Other Gear mwk full plate, mwk heavy steel shield, rapier, shortbow, ale (per gallon) (2), animal harness, backpack, bedroll, candle (2), chalk, everburning torch, hammer, military saddle, piton (4), sack (2), saddlebags, silk rope (50 ft.), sunrod (3), tindertwig (4), light horse, 781 gp, 5 sp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fey Foundling Magical healing works better on you
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon (3 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warrior Priest +2 on concentration checks when casting defensively or grappling.

Grand Lodge

I present Gheris Summit for your consideration. He is the epitome of the "party healer" role. His combat functionality is limited, and mostly finds himself using "aid another" to assist party members as he is able.

Background, hook, mannerisms, etc. are in the profile.


I'm seeing a good number of completed submissions and I can tell I'm already going to have a tough time selecting the six so I am ending new dots now.

Everyone that has dotted and proposed ideas but hasn't completed their submissions has until sunday to get them in. I will start going over everyone again this weekend in preparation.

Silver Crusade

DM holywater would you allow this class?- machine smith


I will allow that. Are you changing your submission? Also what sort of role do machine smiths fill exactly?


DM HolyWater wrote:
I will allow that. Are you changing your submission? Also what sort of role do machine smiths fill exactly?

yes, I will be, they are an alchemist roll/rogue of sorts, I have trapfinding and half spellcasting (up to 6th level) with limited selection of them. They are also -potentially- combat oriented with the Mobius Weapon.

however I chose the Mechanus great work at least for now mechanics will be updated by tonight.

RPG Superstar 2009 Top 16

I'm gonna drop out. If a character takes more than a few days to come together it's usually an indication for me that something doesn't feel quite right. Good luck all.


ready to be looked over.


when will we know if we have been accepted? is there a deadline?


@Gavmania: Look like 6 posts above.

I'm settled - I do think we need a paladin to go into Rappan Athuk. Not a healer like Gheris (by the way, I am a hardcore fan of builds along the line of your own), but one that would take the front line in the fight against evil.

But I don' want to turn my initial idea upside down so so here is my Wizard:

Edel:

Edel
Male elf sorcerer (crossblooded) 1/wizard 2 (Pathfinder RPG Ultimate Magic 69)
CG Medium humanoid (elf, orc)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 22 (3d6+4)
Fort +1, Ref +3, Will +4; +2 vs. enchantments
Immune sleep
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks claws (2, 1d4, 3 rounds/day), intense spells (+1 damage)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +1)
. . 1st (3/day)—burning hands (DC 12)
. . 0 (at will)—detect magic, mage hand, open/close (DC 10)
. . Bloodline Draconic, Orc
Wizard Spells Prepared (CL 2nd; concentration +6)
. . 1st—burning hands (DC 16), color spray (DC 15), grease, mage armor
. . 0 (at will)—message, prestidigitation, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 11
Base Atk +1; CMB +1; CMD 14
Feats Alertness, Eschew Materials, Intensified Spell[APG], Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits magical lineage, wayang spell hunter
Skills Intimidate +5, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Perception +11, Sense Motive +3, Spellcraft +10 (+12 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Infernal, Orc, Sylvan
SQ arcane bond (styx, scorpion, greensting), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), elven magic, versatile evocation
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (3 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayang Spell Hunter (Fireball) Reduce spell level increase from metamagic for chosen spell by 1.

And here is a little something of what he has gone through before:

Apprenticeship:

The initial sensation was surprising – it felt as if the air in the area was completely sucked out, followed by an almost imperceptible moment of complete silence, immediately before the impact – forcing the pain away, he tried to be objective while the unbearable heat licked at his skin, that burst into boils almost immediately. The whole purpose was to register the moment as accurately as possible – something made much harder by the screams all around, and in fact his own. It only made it worse, as the flames gained access to the respiratory tract, making sure the agonizing pain was keenly felt also within.

The magical effect ceased as abruptly as it began, leaving only a sickening smell of charred flesh and moans of pain – because that one continues, similar to those situations when one is hurt but the pain is felt only milliseconds later, there is a pause when the explosion ends, and then it returns in a second wave, perhaps as intense as the first, as the body complains from the inflicted burns, oozing fluids to fill blisters and bubbles, the balance broken and failing.

”Enough!” – came the familiar voice from his Evocation teacher – Edel could swear he took particular pleasure in these “feel and tell” classes – after all, what could one expect from those famed for revelling in the raw, brutal, destroying power of magic..? And there he was, snickering at the group of burnt students, as two aides quickly rushed to their side with healing concoctions to bring them back up to full health – the recovery was an exhilarating feeling, and by all accounts and studies, the body did in fact recover completely – staring at his own skin, now made whole again, he could confirm it. But it always seemed as if some of the injury lingered somehow – Edel had already began writing his dissertation about the subject, where he argued that, even though the body was completely healed, the brain retained the memories of pain, and was apparently unable to release them as promptly as the body recovered.

Always with that same grin on his face, he continued coldly as if nothing had happened – ”Fireball – Spell generating a searing explosion of flame that detonates with a low roar, dealing fire damage to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure, and is activated by pointing the finger, or corresponding appendage, and determining range. The initial effect is a glowing, pea-sized bead, which streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. The flames set fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the effect may continue beyond such barrier, if the area permits. Otherwise it stops at the barrier” – there it was, the canon description of a Fireball – ”You now have ONE minute to accurately detail the effects and consequences from a first person perspective. You will then present your writ to the class, to be evaluated by me regarding accuracy, technical knowledge and expertise, objectivity and completion”

It was not only because he was good at it, but the young (by elf standards) elf had to admit he enjoyed these exercises – he agreed in full with Threonax, their tiefling teacher – ”Knowledge has many facets – it is as important to be able to conjure a searing ball of flame, as it is to understand what it means to be the recipient of such effect!” – so he always lend himself to them as wholeheartedly as possible. He could be the top of his class, and overall he was, but not in Evocation – his score was almost never perfect because objectivity was not his forte, which inevitable lead to comparative and metaphysical considerations, which carried no importance to his teacher. But he would get there…


A rolling Golem gathers no rust. .......

Ha. Ha. Ha. This is what is called humor, Ha. Ha. Ha.


Time is up.

I will be back here later today with a list of accepted characters. Watch this space.


Well this was really hard to choose but the following are my picks.

Chosen:
Freddy Human Bard

Gheris Aasimar Oradin

Good Thomas Ogren Fighter

Koan Kitsune Slayer

Koayi Kitsune Sorcerer

Lars Human Warpriest

Sorek Elan Psychic Warrior

Please would you post in the discussion and I will get to checking character sheets and setting up the first gameplay post.


Have fun you guys; good luck storming the castle...!


congrats you guys, and don't go down the well!


Hello again friends.

We have lost one of our number and find a little something missing in the party. Therefore I am recruiting 1 more to join us.

Same creation rules as in the beginning with a few house rules about some feats which you can read in the campaign tab.

We are looking for a character that can heal if needed. It does not have to be a primary focus though. We have no full divine caster, so Oracle, Cleric, Druid, etc will be favoured. 3 of the party are already good front liners(fighter/warpriest/monk-flavoured-path-of-war). 1 arcane sorcerer and 1 ranged Slayer.

We haven't got far, only 1 small mission so your character can easily fit in from the caravan as a traveler or guard or even the surrounding wilderness (easy to explain for a druid). I'll keep this open till I see a character we like enough.


I am very interested. I am out of town, so the character will be posted tomorrow when I return home. Thanks.


Interested in joining you, DM HW. I play Carnadine. Need to think about a character concept.

cheers


I'm redotting this one :D

There is just too much sun outside, so I'll hit the beach, but I am intent on playing an Oracle Paladin (most likely Life Oracle/Hospitaler Paladin) - I think at level 3 he can already pull his own weight in healing, while able to add quite well to melee (might not have enough feats for archery but will give it a look).

And you just gotta have a Paladin in Rappan Athuk ;)

I'll have something up later today.


Jubal Breakbottle wrote:

Interested in joining you, DM HW. I play Carnadine. Need to think about a character concept.

cheers

I vote for Carnadine!


Do you guys need a healing machine or a divine caster?

Plan A is a menhir savant druid with the feather domain and bow.

He can spare a couple of cure lights but no massive healing.

cheers


Putting out SOME healing is good. You don't have to focus on it.


Heh - was thinking about a Druid(goliath druid) specializing in combat maneuvers. But Carnadine beat me to the punch.

Keep me in mind if you need another or Carnadine bows out.

Silver Crusade

working on a cleric of Sarenrea NG of Sarenrea, with a bit of a passion for burning things.

Or true neutral if possible.


Sorry. I'm not feeling it. I've played this druid for 12 levels in a kingmaker campaign, and I'm struggling to get excited about him again.

I'll PM Tirion.


I'll post a build today since Caradine/Jubal bowed out.

Silver Crusade

well, I may make a druid, I have never played one.


Ok, with Carnadine bowing out, I will toss in a druid(goliath druid) from the Mwangi who grew up in a small village near the Shattered Range under the constant threat of dinosaurs and the hill giants, ogres and ettins that inhabit the range. Although these threats were undoubtedly less dangerous than moving further into the Mwangi where the Gorilla-King rules.

Characer (name/sex) to be decided - Human(Mwangi) Druid(Goliath druid)

Will try to get a background up tonight, and hopefully have the character assembled sometime tomorrow.


Azata-Blooded (Musetouched)Aasimar Life Oracle

Crunch:

Aasimar oracle (dual-cursed oracle) 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 58)
LN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 33 (3d8+9)
Fort +4, Ref +6, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+1/19-20) or
morningstar +3 (1d8+1)
Ranged mwk composite longbow +7 (1d8+1/×3)
Special Attacks channel positive energy 5/day (DC 15, 2d6), Lay on Hands 5/day 1d6, Misfortune 1x/creature re-roll a D20, Vow +4 1/day
Spell-Like Abilities (CL 3rd; concentration +7)
1/day—glitterdust
Oracle (Dual-Cursed Oracle) Spells Known (CL 3rd; concentration +7)
1st (6/day)—bless, command (DC 15), cure light wounds, divine favor, ill omen[APG]
0 (at will)—create water, detect magic, guidance, read magic, stabilize
Mystery Life
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 10, Wis 8, Cha 18
Base Atk +2; CMB +3; CMD 17
Feats Deadly Aim, Point-blank Shot, Precise Shot, Selective Channeling, Weapon Finesse
Traits dangerously curious, reactionary, hunter's eye (Longbow)
Drawback paranoid
Skills Diplomacy +10, Heal +4, Knowledge (planes) +5, Perception +1, Sense Motive +3, Spellcraft +6, Use Magic Device +11; Racial Modifiers +2 Diplomacy, +2 Perform
Languages Celestial, Common
SQ oracle's curse (merciful), oracle's curse (legalistic), revelations (misfortune, channel)
Other Gear mithral chain shirt, arrows (60), dagger, morningstar, mwk composite longbow (+1 Str), cloak of resistance +1, bedroll, masterwork backpack, spell component pouch, waterskin, 330 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Legalistic 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.
Merciful If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.
Lay on Hands Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. 5x/day 1d6
Misfortune At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Oracle Channel Positive Energy 2d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Selective Channeling Exclude targets from the area of your Channel Energy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Ranged Life Oracle build. He plans to be mostly a buffer/healer that can lay down some decent ranged support. Misfortune ability is huge to thwart big enemy crits or a potential ally's fail of an important save roll.

After reading the game thread and looking through all of the current players' builds, I feel this guy is a perfect match for the team. Thanks for the opportunity to apply. ~jkth72


Sounds like a job for a warpriest. Colour me interested.


I'm considering a Warpriest (Sacred Fist) of Desna who has spent some time in jail where he learned to fight. I'd like to take a dip into Monk (Master of Many Styles) to round him out, but Monks are Lawful and followers of Desna are not. Would you allow me to take a level of Monk anyway?


Hmm. Run into another problem: BAB for Flurry of Blows.

Warpriest gains Flurry of Blows as a Monk; but a Monk gets a BAB with Flurry equal to his Monk levels, and a warpriest has no Monk levels; does the Warpriest gain the BAB bonus or not?

Then I have 1 level of Monk. Does that qualify for the BAB bonus even though Master of Many Styles does not get FoB?

RAW, Warpriest does not qualify while the Monk level does; RAI I would say it is the other way round. Which way do you wat to play it? (I don't know if there are FAQ rulings on this issue; maybe someone else does).


'This ability works like the monk ability of the same name.'

Just replace 'monk' with 'sacred fist' and I think you will have no problems...

Scarab Sages

Ok, not perfect and I am sure that I need to clean the character sheet up, but I ran out of time and wanted you all to at least get a look at my submission. This is Tirion's submission.

My I present Tieja Naokar - Druid(Goliath Druid)/Monk(Martial Artist) - plan is to focus almost entirely on druid levels with perhaps 1 more Monk dip. She is a combat maneuver specialist, which will improve when she gets Wild Shape. Also a competent healer with Goodberries, some cure spells, and the ability to use wands (CLW, CWW, Restoration(lesser), etc.) In addition as a mostly full caster (except for the monk dip), she should have good buffing and debuff spells in addition to all the other fun things druid spells can do.

Hope you like her.

Scarab Sages

Actually, after considering things. I think that taking 1-2 levels in brawler, rather than monk, might be more in tune with the character. Let me consider this. Other than the minor class change, the character will be the same.


Been kinda busy, but I've still got my eyes on this one - after chewing it over for a while, I think I am actually going to apply with something different. I'm getting a good vibe from a dwarven cleric. Seems like a perfect match. Crunch and some fluff to come in a few.

Hope I am still on time ;)


OK, basic character is here. I need to neaten him up, and I should have enough cash for a wand of CLW (If not, I'll get rid of something)


Aggrammar, the Dwarf:

-----------------------------

The sound of hammer on metal ringed in his ears, the muscular dwarf pounding away at the axe blade, intent on bringing out the shape he needed. Pausing for a moment, he stared at his work with a satisfied smile, then with an old, almost forgotten prayer, lifted his eyes to the longsword hanging above the forge - a tribute to Iomedae - "I know tis not a longsword, but you approve, no?" - he jested, letting out a raucous laughter.

By now, the clan had gotten used to Aggrammar’s ‘unusual’ divine inclination - the dwarf had followed his family's footsteps, which traced back to the worship of Aroden, ‘The Protector' in lost days, having found in Iomedae the spiritual guidance that made sense in his heart and soul - ”Me and the Goddess, we gotta thing goin’ on” - he would say with a smile.

But back down by his forge, the ghosts of the past frequently assaulted him - he was effectively an orphan dwarf - he had his kin, but not his family with him - they were all dead. To this day, there were still some that would steer clear from Aggramar, saying a pall was upon those of the name Deepdelvers, for having dug too deep, and too close to things not meant to be uncovered - he just ignored it all, but there was a modicum of truth in it all, and he knew it as well.

Centuries ago his family had been a part of the brave many that charged the ancient city of Tsar - stubbornly they refused to give chase when Zelkor's Army of Light departed, instead chosing to fortify whatever positions they had gained thus far. When the news of the army's dissapearance came, they hit the remaining forces like a tidal wave - even though inside they felt they had made the right choice, the Deepdelver clan felt as if their duty towards the others was unfulfilled. After taking the time to investigate the vanished army, tenuous tracks of the cultists were found - a word here, a deed there, a murder or an abduction allowed the clan to track them to the Forest of Hope, a sylvan woodland near the Coast Road.

Understanding there were too many variables to simply mount a full on assault on the cult, the clan set up about on a location removed from their main area of activity, and started digging...

Aggrammar has been able to puzzle together bits and pieces of what exactly made the dwarves abandon their endeavor, of what could be such a dreadful experience to make a stubborn clan of dwarves, bolstered by faith, weapon and shield retreat from the underground - but he has only a vague idea, having read notes here and there (some plucked from his grandfather's diary, others having convinced his scribe uncle to let him take a peek) about the Pall, the Sickness, and the end of Deepdelver days...

These all seem like too desperate words for dwarves, but the truth of the matter is that none of the Deepedlvers remain to this day - Aggrammar has witnessed all their deaths, was there to bury the last of them - his mother - and has led a lonely life ever since. There was not a singular 'normal' death in his family - all Deepdelvers succumbing to madness, sickness, or even freakish accidents unexplained until now. Being a dwarf without a family has taken its toll on the still (by all measures) young dwarf, and he grew increasingly reclusive, toiling at his forge, communing with Iomedae, and puring through old, dusty heirlooms, trying to understand why.

He decided it was time to shake the lethargy from his life and body, and after a particularly difficult week, filled with dreams and feelings of despair, he decided to hit the road, and follow the only palpable lead he has - the Coast Road.

-----------------------------

Ok, so this is the fluff baseline for my Evangelist Dwarven cleric, which will be my submission for the game. I think the Evangelist Performance will add greatly to the group's martial side, as well as being able to throw some healing around (no, he is not a healbot).

For a change (I have played Oracles and Oradins), I am going to follow the train of thought that doesn't emphasize healing during combat (probably this is the majority, but I have played 'healers during combat' with success), but still playing with key healing spells at each level, open spell slots, wands of CLW and channels.

I plan to take the Glory domain (apologies for not having a crunch yet), which means in a couple of levels, I believe the buffs for a group so martially strong will really make a difference. Apart from that, the focus will be on summoning, and area control with a reach weapon (I surprisingly found that dwarven clerics are not proficient with dwarven longhammers, which I find quite odd. Thus, I am pondering dipping fighter, perhaps further along the line to grab that coolest of dwarven weapons, and the armor proficiency). Long term goals include, GM allowing, going the Evangelist Prestige Class.

Again I hope I am still on time, and... What do you think? ;)

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