
Dungeon Master of Graves |

Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in Avistan. 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 Estrovian Forest, a sylvan woodland near the coast in Mendev. 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 Iomedae, 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.”
--------------------------------------------------------------
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 in Mendev near the coast of the Lake of Mist and Veils in the Golarion world.
You will start in Nerosyan in Mendev, being recruited to explore Rappan Athuk to determine the level of danger posed by the cult of Orcus to the kingdom. Almost all of the kingdom’s resources are focused on the World Wound, so a group of independents is needed to explore and investigate the threat.
You would each receive several rumors and the option to explore the wilderness around the Dungeon first if you want to.
This will be a 25pt buy.
Level 6
Any race or class is allowed.
Any alignments. You can be evil but don't be an ally killing maniac.
2 traits, optional drawback for a third.
Background skills
Starting Wealth - 16,000gp (no more than 50% spent on a single item)
Elephant in the Room feat tax rules
Recruitment open till the 24th of September.
Link characters backstories together if you want, but it is not necessary. You have all made it to Nerosyan in some way or another and been recruited.
Ok if I have forgotten anything, let me know or ask questions. Hopefully there is some interest.

Albion, The Eye |

Dotting this one, and very interested - impossible not to. Rappan Athuk is the most elusive of adventures, so many times seen but rarely taken to its completion :)
Since we are facing the ultimate bastion of evil, I think I will be bringing a Paladin to the table - seems like a great fit, and a class I haven't played in a long time. A tiefling paladin chasing her own heritage into an hellish descent!
I should have time for an initial crunch today, perhaps later on.
I know Rappan Athuk is at its heart a dungeon delve, and perhaps one of the harshest, but I would prefer to be part of a game that explores the surrounding areas, has elements of RP, and ties it all in. Instead of simply going through underground level after underground level as if we were playing a computer game. Just a note on personal preference ;)

Robert Henry |

Man, Rappan Athuk how can you not be tempted. An interesting alternative putting it in Golarion.
Albion, The Eye is right, not many games make it to the end. I was in a game that lasted six years, and just made it to sixth level. So I guess my first question, do you mind if the players have dabbled down the well a little in a previous game. Assuming you don't How much backstory are you looking for? Also, what kind of posting rate and style are you looking for. I prefer a game that moves at a decent pace with a balance between roleplay and roll-play.
Since Albion is looking at Paladin, I'll lean toward skill monkey. Probably a switch hitting ranger or Slayer.

Albion, The Eye |

I think I was also a part of brvheart's Rappan Athuk game at one point or another Robert - and yeah, 6 levels in 6 years is... Not easy :D
Tessai
Tiefling oracle 1/paladin (oath of vengeance) 5
LG Medium outsider (native)
Init 1; Senses darkvision 60 ft.; Perception +6
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+7 armor, +3 Dex, +1 natural)
hp 51 (6 HD; 1d8+5d10+12)
Fort 10, Ref 6, Will 9; +2 vs. death
Immune disease, fear; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 bastard sword +8 (1d10+13 S/19+) or
. . mwk silver morningstar +2 (1d8+8 B & P)
Ranged mwk composite longbow +7 (1d8+4 P/×3)
Special Attacks smite evil 2/day (+3 attack and AC, +5 damage)
Spell-Like Abilities (CL 6th; concentration +9)
. . 1/day—shatter (DC 15)
Paladin Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds, divine favor, protection from evil
. . 0 (at will)—create water, detect magic, guidance, purify food and drink (DC 13)
. . Mystery Nature
Paladin (Oath of Vengeance) Spells Prepared (CL 2nd; concentration +5)
. . 1st—hero's defiance[APG], hero's defiance[APG]
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 12, Wis 8, Cha 17
Base Atk +5; CMB 7; CMD 22
Feats Combat Expertise, Deadly Aim, Extra Lay on Hands, Fey Foundling[ISWG], Greater Mercy[UM], Power Attack
Traits dangerously curious, fate's favored
Skills Acrobatics -2 (-6 to jump), Craft (weapons) +11, Diplomacy +7, Handle Animal +7, Intimidate +4, Knowledge (history) +7, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +4, Perception +6, Sense Motive +6, Survival +3, Use Magic Device +13; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Goblin, Infernal
SQ channel wrath, divine bond (weapon +1, 1/day), lay on hands 7/day (2d6), mercy (sickened), oracle's curse (legalistic), revelation (nature's whispers), tiefling paladin, vow to self
Combat Gear wand of shield (50 charges); Other Gear +1 agile breastplate[APG], heavy steel shield, +1 bastard sword, mwk composite longbow (+4 Str), mwk silver morningstar, amulet of natural armor +1, cloak of resistance +1, masterwork weaponsmithing tools, 7,092 gp
--------------------
Special Abilities
--------------------
+5 when using Lay on hands for yourself. Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fey Foundling Magical healing works better on you
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.
----------------------
Just the bare bones, to give an idea of how the character would look like mechanically. Fluff will be... About a Paladin tormented by dark dreams about her heritage, and inexorably pulled to the region. For some reason... :D

Dungeon Master of Graves |

I was in a game that went about that far as well, which is one reason I decided on 6th level as a starting point.
As long as players do a decent job of keeping player knowledge and character knowledge separate, I am fine if you have been in prior RA games.
@Albion: nice start to a character.
@Robert Henry: trying to have a group that posts 1/day on weekdays. Sometimes keeping that up is tough, but I think having a slightly larger group (of six) will help. There will be roleplay opportunities, but you'll probably have to work to open them up. While you're underground in the dungeon the default position of most creatures will be hostile, but there's always the axiom of "The enemy of my enemy ....."

Linnea the Diviner |

Ooh, sweet! Think I’ll go with an inquisitor of Pharasma. Melee fighter, some skills, and backup healer. Paladin gets a flanking buddy, everyone gets teamwork feats.
@Robert Henry, I’ll be going the kick-down-the-door route rather than the stealthy route, so the sneaky skill monkey position is wide open for you. :)
Or maybe a sorcerer… decisions, decisions.

Tarondor |
1 person marked this as a favorite. |

The one thing that could get me back to 1e! This team in this dungeon.
Sign me up!
Well, I'll go with a transmuter wizard. I know a guy who wrote a guide.

Tarondor |

Garados the Transmuter would look like this
Garados
Human bloodrager 1/transmuter (enhancement[APG]) 5
NG Medium humanoid (human)
Init +1; Senses Perception +10
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 50 (6 HD; 5d6+1d10+23)
Fort +6, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 40 ft.
Ranged mwk light crossbow +5 (1d8/19-20)
Special Attacks bloodrage (7 rounds/day), elemental strikes
Transmuter Spells Prepared (CL 5th; concentration +7)
. . 3rd—haste, monstrous physique I[UM]
. . 2nd—animal aspect[UC], bear's endurance, create pit[APG] (DC 14), knock
. . 1st—enlarge person (DC 13), mage armor, touch of gracelessness[APG] (DC 13), true strike (2)
. . 0 (at will)—mage hand, mending, prestidigitation, read magic
. . Opposition Schools Evocation, Necromancy
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 16, Int 14, Wis 12, Cha 10
Base Atk +3; CMB +9; CMD 20
Feats - Custom Feat -, Arcane Strike, Combat Reflexes, Favored Prestige Class, Mad Magic, Scribe Scroll
Traits balanced education (anuli), transmuter of korada
Skills Acrobatics +1 (+5 to jump), Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (history) +9, Knowledge (planes) +10, Perception +10, Spellcraft +11
Languages Common
SQ arcane bond (amulet of mighty fists +1), augment, fast movement, physical enhancement (+2)
Combat Gear wand of cure light wounds (20 charges), wand of false life (25 charges); Other Gear lamellar cuirass[UC], mwk light crossbow, amulet of mighty fists +1, belt of giant strength +2, shifter's headband (+2 wis)[UE], a theory of corporeal essence, 60 gp
--------------------
Special Abilities
--------------------
Arcane Bond (Amulet of mighty fists +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Augment (+2 ability or +2 AC, 2 rounds, 5/day) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elemental Strikes (3/day) (Su) As swift action, your melee attacks do an additional 1d6 Fire dam for 1 rd.
Enhancement Associated School: Transmutation
Evocation You must spend 2 slots to cast spells from the Evocation school.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Mad Magic Can cast spells and keep benefits of moment of clarity when in a rage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +2 (Constitution) (Su) When pre

Robert Henry |

So one of my favorite characters of all times is a pathfinder Tengu slayer named Ting. Since Nerosyan has a secret lodge where Venture-Captain Jorsal discretely sends pathfinders into the dark unknown, I thought it might be fun to dust off a clone from him. The backstory will stay the same, but I will tweak the crunch a little. I'll have him updated probably by Monday.

Linnea the Diviner |

@Dungeon Master of Graves: Can I play a duskwalker, aiming for the Mortal Usher prestige class? These are pretty obscure options, so I figured I'd ask. I think both would work well for an inquisitor of Pharasma, and I've got a backstory mostly figured out. I like the concept of psychopomps and you don't see them much.

TheWaskally |

This will be a 25pt buy.
Level 6
Any race or class is allowed.
Any alignments. You can be evil but don't be an ally killing maniac.
2 traits, optional drawback for a third.
Background skills
Starting Wealth - 16,000gp (no more than 50% spent on a single item)
Elephant in the Room feat tax rules
Recruitment open till the 24th of September.
Well..since you did state that any race or class is allowed, my dear sweet Dungeon Master of Graves, I wish to submit for your Rappan Athuk campaign, Jolis Cailean, human godling of Cayden Cailean!
Jolis was originally from a great but failed Golarion homebrew, For The Greater Good. If you want some examples of Jolis's RP, inquire at the link. The campaign is nearly 4 years old. I have matured and refined my pbp forum habits into a sharp blade.

electricjokecascade RPG Superstar Season 9 Top 16 |

Any race? So ogren could qualify, after level adjustment?

Illia- |

Hullo, I've got a submission, if you'll have it. Ivy is a kind elf who likes nature, but is not afraid to poke people who don't with a spear despite being a mono-class full caster.
Currently all that I believe is missing is the HP (are we doing average or rolled?) and a feat choice.
Ivy however, through many years of experience, seems to be a rather softer individual that one might imagine from the harsh wilds. Ivy says he has made many friends with the passing of seasons, and is always ready for more. Ivy believes there's magic in everyone, even if sometimes it needs a little help to come out.
He made the journey from Numeria to Nerosyan, seeking to aid his 'cousins' in the Estrovian woodland, wishing to prevent the wanton destruction of nature happening there.
--
His party role, beyond high initiative caster with haste (always a handy have), is to start out by buffing himself with Alter Self (Small) and Cat's Grace, to become a very accurate, very difficult to hit, and otherwise pesky frontliner. Later levels when his low BaB progression starts catching up with him, he uses his 9th level ability to send Personal only transmutations to allies to buff them up, and the general shenaniganery any high level arcane caster can get.
I do note we have another transmutation focused arcane type applying, but we seem to have gone with very different directions, strength vs dex, and don't share a single non-cantrip spell prepared other than haste (which you can never get enough of).
Male Elf Arcanist (Brown Fur Transmuter) 6
CG Medium Humanoid (Elf)
Init +11; Senses Low-Light Vision; Perception +10
XP:
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 15. . (+4 armor, +5 Dex, +1 natural)
hp ?? (6d6+12)
Fort +5, Ref +9, Will +7 [+2 vs Enchantment)
Immune sleep;
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Agile Silver Elven Branched Spear +10 (1d8+5/20/x3/P)
. . Dagger +8 (1d4/19-20/x2/P)
. . Unarmed Strike +8 (1d3/20/x2/B) Provokes from armed opponents
Ranged Masterwork Longbow, Composite (Str +0) +9 (1d8/20/x3)
--------------------
STATISTICS
--------------------
Str 10, Dex 20, Con 12, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +3/8; CMD 18
Feats ???, Ancestral Weapon Mastery, Extra Arcane Exploit, Alertness (Familiar)
Traits Ancestral Weapon, Naive, Reactionary, Transmuter,
Skills Appraise +12, Knowledge (arcana, geography, nature) +12, Perception +10, Spellcraft +17, Stealth +11
Languages Common, Elven, could learn 3 more..
Combat Gear +1 Agile Silver Elven Branched Spear, Masterwork Longbow, Composite (Str +0), Cold Iron Arrows(40), Dagger, Cloak of Resistance +2, Amulet of natural armor +1, 2 Potions of CLW, Wand of CLW (50 Charges)
Other Gear Barbarian's Kit
Coin: 735 GP
--------------------
SPECIAL ABILITIES
--------------------
Arcanist:
Arcane Reservoir (Su) Has a pool that can be up to 9 (3+Level) points, starting every day fresh at 6 (3+1/2 Level). Once per spell may spend a point as a free action to boost an arcanist spell by 1 CL of increase it's DC by 1.
Consume Spells (su) As a move action, make a spell slot unavailable as if it had been used to cast a spell and increase your Arcane Reservoir equal to the spell level of that slot up to it's maximum. Usable 1 (Cha Mod) times a day.
Armored Mask (Su) As a standard action, expend a point from arcane reservoir to gain mage armor of Arcanist level as caster level, and appears to be light or medium armor. While this is active as an immediate action, may expend a point from arcane reservoir to gain Shield of Faith of Arcanist level as caster level.
Powerful Change (Su) Can once per spell expend a point from arcane reservoir as a free action to boost a transmutation spell cast using arcanist spell slots to grant it an additiona +2 bonus to an ability score it is boosting.
Quick Study (Su) By expending a point from arcane reservoir as a full round action that provokes an attack of opportunity, with spellbook reference, may prepare a spell in place of an existing spell of the same level.
Familiar Jerboa, granting +4 to Initiative
Traits:
Ancestral Weapon Regional. Gain a silver masterwork melee weapon costing no more than 500, gain +1 trait bonus on attack rolls with weapons made of the selected material.
Naive Drawback. -2 AC vs improvised weapons and -2 to CMD against dirty tricks.
Reactionary Combat. +2 trait bonus on initiative checks
Transmuter Magic. +1 bonus to the CL of Transmutation spells, once per day cast Cat's Grace with doubled duration (may not stack with Extend Spell or similar).
Race:
Elven Immunities +2 racial save bonus vs Enchantments. Immune to Sleep effects.
Elven Magic +2 on caster level checks to overcome spell resistance and +2 on spellcraft skill checks to identify the properties of magic items.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Weapon Familiarity Proficient with longbows (including composite), longswords, rapiers, and shortbows (including composite), and treat any weapon with the word “elven” in its name as a martial weapon.
Feats:
??? Either Improved Initiative if we need a wizard who casts haste at the start of the fight, or I could grab some traits for skills with Additional Traits if we need more scouting.
Ancestral Weapon Mastery Gain proficiency in all weapons mentioned in Weapon Familiarity racial trait. If already proficient in any of these weapons, gain Weapon Focus for one of those as a bonus feat. You may swap that Weapon Focus to another racial weapon by practicing for 10 minutes with that new weapon. Currently applying to Elven Branched Spear. Taken at level 3.
Extra Arcanist Exploit Gain an additional Arcanist Exploit. Taken at level 5.
Basics: CL 6(7 for Transmutation), CL+Stat 9, DC 13+Spell level.
Spells Per Day: 5/5/3 (4/4/2 base, +1 for each from Intelligence)
Prepared:
0th - Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation
1st - Grease, Protection from Evil, Shield, Silent Image
2nd - Alter Self, Cat's Grace,
3rd - Haste
Spellbook
1st- Air Bubble, Alarm, Blend, Endure Elements, Expeditious Retreat, Grease, Protection from Evil, Reduce Person, Shield, Shocking Grasp
2nd- Alter Self, Cat's Grace, Glitterdust, Rope Trick (Desired, Spider Climb, Web)
3rd- Fireball, Haste
Stats:
Str: 10 (0 points)
Dex: 20 (13 points for 17 + 1 Level + 2 Race)
Con: 12 (5 points for 14 - 2 Race)
Int: 16 (5 points for 14 + 2 Race)
Wis: 10 (0 points)
Cha: 12 (2 points)
Total: 25 points.
Init +11 (7 dex +2 trait +4 familiar)
HP:
Dunno how we're doing this yet: 6d6+6(Con)+6(FCB)
Saving Throws:
Fort: 5 (2 base +1 stat +2 cloak of resistance)
Dex: 9 (2 base +5 stat +2 cloak of resistance)
Will: 7 (5 base +0 stat +2 cloak of resistance)
Skills,
Class: Appraise, Craft, Fly, Knowledge (All), Linguistics, Profession, Spellcraft, and Use Magic Device.
Skill Ranks: 2 + 3 (Int) + 2 (Background), 7 per level
Appraise +12 (6 Ranks +3 Int +3 Class) Background
Knowledge (Arcana) +12 (6 Ranks +3 Int +3 Class)
Knowledge (Geography) +12 (6 Ranks +3 Int +3 Class) Background
Knowledge (Nature) +12 (6 Ranks +3 Int +3 Class)
Perception +10 (6 Ranks +2 Racial +2 Awareness from Familiar)
Spellcraft +12 (6 Ranks +3 Int +3 Class)
Stealth +11 (6 Ranks +5 Dex)
Item Budget: 16000 +Trait Item
Masterwork Silver Elven Branched Spear 500 (Not Included)
+1 Agile Enchantment for Elven Branched Spear 8000
Cloak of Resistance +2, 4000
Masterwork Longbow, Composite (+0 Str), 400
Dagger, 2
40 Cold Iron Arrows, 4
Amulet of Natural Armor +1, 2000
Potion of CLW x2, 100
Barbarian's Kit, 9
Wand of CLW (50 Charges) 750
Remaining 735

Robert Henry |

@RobertHenry: trap finding and perception will keep a party alive in Rappan Athuk. The character I played in a RA game was a goblin ranger with the trapper and dungeon rover archetypes.
True, so True, Ting is built primarily to find and disable traps. Then support in melee and then ranged. I'm still working on the clone :)

Illia- |

Indeed, but it only needs to rely on that weapon for levels 6-8. Once he hits level 9 and gets to cast personal transmutations on allies, the chains are set loose on transitioning into a unique supportive buff caster. And, before then, if he does get disarmed, he still gets to be a very tanky full caster, albeit with poor offense, or Quick Study to as a full round action change to some different spells to fit the situation.

Albion, The Eye |

Did some minor changes to Tessai, and added some more gear. Still pondering my feats. Tweaks to come soon.
Tessai
Tiefling oracle 1/paladin (oath of vengeance) 5
LG Medium outsider (native)
Init 1; Senses darkvision 60 ft.; Perception +4
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+7 armor, +3 Dex, +2 natural)
hp 51 (6 HD; 1d8+5d10+12)
Fort 10, Ref 6, Will 9; +2 vs. death
Immune disease, fear; Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 bastard sword +9 (1d10+14 S/19+) or
. . mwk silver morningstar +3 (1d8+9 B & P)
Ranged mwk composite longbow +7 (1d8+4 P/×3)
Special Attacks smite evil 2/day (+3 attack and AC, +5 damage)
Spell-Like Abilities (CL 6th; concentration +9)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 15)
Paladin Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds, divine favor, protection from evil
. . 0 (at will)—create water, detect magic, guidance, purify food and drink (DC 13)
. . Mystery Nature
Paladin (Oath of Vengeance) Spells Prepared (CL 2nd; concentration +5)
. . 1st—hero's defiance[APG], hero's defiance[APG]
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 12, Wis 8, Cha 17
Base Atk +5; CMB 8; CMD 23
Feats Combat Expertise, Deadly Aim, Extra Lay on Hands, Fey Foundling[ISWG], Greater Mercy[UM], Power Attack
Traits dangerously curious, fate's favored
Skills Acrobatics -2 (-6 to jump), Craft (weapons) +11, Diplomacy +7, Handle Animal +7, Intimidate +4, Knowledge (history) +7, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +4, Perception +4, Sense Motive +6, Survival +3, Use Magic Device +13
Languages Abyssal, Celestial, Common, Draconic, Goblin, Infernal
SQ channel wrath, divine bond (weapon +1, 1/day), fiendish sprinter[ARG], lay on hands 7/day (2d6), light from darkness, mercy (sickened), oracle's curse (legalistic), prehensile tail[ARG], revelation (nature's whispers), tiefling paladin, vow to self
Combat Gear wand of shield (50 charges); Other Gear +1 agile breastplate[APG], heavy steel shield, +1 bastard sword, mwk composite longbow (+4 Str), mwk silver morningstar, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, masterwork weaponsmithing tools, 3,092 gp
--------------------
Special Abilities
--------------------
+5 when using Lay on hands for yourself. Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fey Foundling Magical healing works better on you
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Light From Darkness Gain incorruptable ART as long as you are not evil.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.

Tarondor |

Malinor's player and I have cooked up a joint background. There's room to join us, if anyone's interested.
GARADOS and MALINOR were part of a band of mercenaries hired by the Hellknight Order of the Pike at Fort Inevitable in the River Kingdoms to enter the Emerald Spire and terminate the career of Klarkosh, the Clockwork Mage. This we did, battling our way through the Spire's first six levels, but the victory cost us dearly in the lives of our friends. Disillusioned and sick of the Order of the Pike's arrogance, we left the Echo Wood and drifted northwest towards Mendev, seeking some sort of work with the crusaders, eventually winding up in Nerosyan, where our success at the Emerald Spire recommended us as experienced dungeon delvers.

Ting Ting Ting |
This is RH's Slayer Ting, he's a trap expert and switch hitter. Since he is a clone of one of my "pathfinder characters" I've incorporated some of those adventures and 'acquired gear' in the backstory. The final and most important part is:
Ting spent a little time on the road and found himself in Nerosyan where he met with Jorsal of Lauterbury, a Pathfinder Venture-Captain. Jorsal had heard there would be a team going into Rappan Athuk to determine the level of danger posed by the cult of Orcus to the kingdom. The Pathfinders wanted an 'inside' man to learn first hand what the group found out. So after speaking with the Venture-Captain, Ting applied for the mission as a trap expert and combat support.
Malinor's player and I have cooked up a joint background. There's room to join us, if anyone's interested.
I might be interested in joining you, Ting actually did one level in Emerald spire, but our GM passed away and I haven't played him since.
Do you know what kind of character Malinor is playing?
Also, DMoG (I hope you don't mind me abbreviating "Dungeon Master of Graves") would having a shared backstory create an "all or nothing" situation, or would you be willing to select one of the characters out of the team, but not the others?

Albion, The Eye |

@Albion: That tiefling favored class bonus is nice.
That it is - such great sustain for Paladins. I love it.
Already have some ideas for Tessai's background - dark and grim as it should be :D
After losing her friend and mentor in the most dire of situations, she finally found the path to the divine, but not to peace of mind. The tormented Paladin meandered without aim for a long while, but for some reason she kept being pulled further and further North.
As the steps take her closer to Mendev, and to a truth she is not sure she even wants to uncover, also the nightmares get worst... Could that foul, most evil crone be right? Was there a darkness just lurking behind Tessai's eyes, kept only temporarily numbed by holy purpose, but always threatening to burst out of control?
More to come.

WabbitHuntr |

@Albion, EJC, and RobertHenry and perhaps others. I see fellow refugees from previous RA campaigns that went off and on for YEARS(2015-) on these boards. Despite my Sorek's(point man/scout/trapfinder) best efforts we only got to the first temple in all that time. I'm truly hoping to find a spot in a more consistent campaign.
@Dungeon Master of Graves
Are you allowing Combat Stamina as a Bonus Feat for Fighters? It allows for some added decision making for meleers that makes things more interesting than simply full-attacking each round.
Do you allow the standard rule of combining items of the same slot for 1.5x the lesser items cost?
For example I'd like to submit a Str based hurler. But that build requires
Belt Mighty Hurling Lesser 14k
and Blinkback Belt 5k x1.5
=21.5k
Obviously this will not be an item he has at the beginning of the campaign but would want to attain it at some point.
Is crafting acceptable in this campaign? I'm looking to submit a fighter with craft armor feat early on in the campaign and later on will be able to craft weapons as well.