Rappan Athuk - The Dungeon of Graves

Game Master JoshB

Maps


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Nice to see you Wabbit!

EDIT: Can Paladins also take Combat Stamina? :O


@Albion: Paladins can take Combat Stamina as a feat, fighters will get it as a bonus feat.


So Fighters can take it as a Bonus Fighter feat, is that it?


@Albion: fighters get it for free at first level.


one level dip into fighter for everyone :)


The Tick in the Barrel wrote:
@DM o’ Graves: Will you be using shared maps of some kind or theater of the mind?

Any thoughts on maps vs no maps?


@Tick: Thanks, I missed that. I'll be using maps on google sheets. I may have to recreate some rooms when the module uses a 10' or 20' per square scale.

@Highly Regarded Expert: I've always been a fan of arcane tricksters. The party will probably need more than one member that can deal with traps.


Dungeon Master of Graves wrote:
@Highly Regarded Expert: I've always been a fan of arcane tricksters. The party will probably need more than one member that can deal with traps.

Lulling his tongue in a tengu smile ting shakes his head, "'Ey's bloody well's not. If'n 'ey's do, I's ain't doin' me job wroight."


Dungeon Master of Graves wrote:
@Tick: Thanks, I missed that. I'll be using maps on google sheets. I may have to recreate some rooms when the module uses a 10' or 20' per square scale.

Cool!

I'm thinking something along the lines of a "living forge," probably flame oracle. I'll post a précis when I've pulled the idea together more.


@Ting: You need a second trap finder to replace the guy who is turned into stone, dropped into a pit of green slime, or poisoned.

@Tick in the Barrel: There is a lack of divine full casters so far.

Dark Archive

I am considering ammo scarcity. I have no experience with Rappun Athak. Can you give some insight into whether this a dungeon where you come and go regularly or is it enter at the beginning of the campaign and exit and the end of the campaign?


@Malinor: It really depends on how deep you go. It's 20+ levels. There should be opportunities to restock on ammo when you're headed back for regular resurrections.


Dungeon Master of Graves wrote:
@All: Hit points will be max at first and then half plus 1 for level after that.

Jolis's HP has been corrected.


Dungeon Master of Graves wrote:
@Ting: You need a second trap finder to replace the guy who is turned into stone, dropped into a pit of green slime, or poisoned.
Dungeon Master of Graves wrote:
@Malinor:...when you're headed back for regular resurrections.

Cocking his head as he looks at wise speaker, holding up a piece of paper. "so you's is sayin' we's bloody well moight need 'is, wroight?"

Ok, I concede the point, a second person dealing with traps may be needed :) Anyway, thanks for letting me dust off Ting, I will try not to clutter up the recruitment thread with to much silly RP. But he makes me laugh.

Dark Archive

Malinor is now upgraded for this game. He is a Gunslinger 5/ Inquisitor 1.

I made him to be good at dealing with traps so he can handle them or be a backup as needed.


Dungeon Master of Graves wrote:
@Tick in the Barrel: There is a lack of divine full casters so far.

Depending on how the final group composition turns out and the amount of frontliner/melee types we have (since I see a few of them submitted already), I may play around some with Tessai's crunch, and make her an Oradin - still well armored and decent with a blade, but not meant to be on the first line (unless necessary), and more focused on Healing.

It even balances well with other divine characters (if they are not also fully focused on healing).


Albion, The Eye wrote:
Depending on how the final group composition turns out and the amount of frontliner/melee types we have (since I see a few of them submitted already), I may play around some with Tessai's crunch, and make her an Oradin - still well armored and decent with a blade, but not meant to be on the first line (unless necessary), and more focused on Healing.

When I saw paladin/oracle that's what I assumed you were doing, guess I should have checked the numbers :)


I've recently finished the Slumbering Tsar campaign by the same developers, and I quite like their style, even if according to my GM it puts a lot on the DM to create the social fabric that ties the campaign together.

I want to submit a hellknight for this. I was thinking of a summoning-focused signifer, but looking at the summon monster list again, there aren't any decent devils until the bearded devil at level 9 - and it seems the hell hound even got moved from SMIII to IV in the transition from 3.5e for some ungodly reason. So I think I will steer clear of that, and be a frontliner hellknight instead.


Pathfinder Roleplaying Game Superscriber
Ting Ting Ting wrote:
Tarondor wrote:
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,

That's awesome! Let me know if I should write you into the background!

Ting Ting Ting wrote:
GM passed away

And that's awful! How did you find out? Did a relative post? Or did one of the players know him? I've sometimes wondered whether, if I got hit by a bus, my wife or friends would think to post here about my demise so my players would know I hadn't just ditched them.

Ting Ting Ting wrote:
Do you know what kind of character Malinor is playing?

A gunquisitor! I love that class combo!


Pathfinder Roleplaying Game Superscriber

So far we have:

Character Submitted:
1) Tessai (oracle 1/paladin 5) - Albion, The Eye
2) TingTingTing (Slayer 6) - Robert Henry
3) Garados (transmuter wizard 6) - Tarondor
4) Malinor (Gunslinger 1/Inquisitor 5) - Malinor
5) Ivy (Elf Arcanist (Brown Fur Transmuter) 6 ) - Illia-
6) Lothorian Sativa (arcane trickster) - A highly regarded expert
7) Jolis Cailean (godling) - TheWaskally

Character Idea:
A) ??? (Duskwalker inquisitor of Pharasma) - Linnea the Diviner
B) ??? (hellknight of the pyre) - bigrig107
C) ??? (arcanist) - Thedmstrikes
D) ??? ("living forge," probably flame oracle) - The Tick in the Barrel

Interest expressed:
AGamer70
eletrictjokecascade
WabbitHuntr


Tarondor wrote:
Ting Ting Ting wrote:
GM passed away
And that's awful! How did you find out? Did a relative post? Or did one of the players know him? I've sometimes wondered whether, if I got hit by a bus, my wife or friends would think to post here about my demise so my players would know I hadn't just ditched them.

A fellow player/Venture-Captain from his area Let us know.


Pathfinder Roleplaying Game Superscriber

Dungeon Master of Graves (DMOG): Although I am looking forward to finally playing a 1e Transmuter, I note that the submissions lack a serious divine presence. If you preferred, I'd be open to bringing a cleric.


Robert Henry wrote:
Albion, The Eye wrote:
Depending on how the final group composition turns out and the amount of frontliner/melee types we have (since I see a few of them submitted already), I may play around some with Tessai's crunch, and make her an Oradin - still well armored and decent with a blade, but not meant to be on the first line (unless necessary), and more focused on Healing.
When I saw paladin/oracle that's what I assumed you were doing, guess I should have checked the numbers :)

Hehe, well... I will not leave you wondering.

If Tessai steps back from the frontlines, and becomes a healer:

Tessai
Female demon-spawn tiefling oracle 2/paladin (warrior of the holy light, hospitaler) 4 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Player's Guide 42, 116, 118, Pathfinder RPG Bestiary 264)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +9
Aura courage (10 ft.), power of faith
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +1 natural, +2 shield)
hp 56 (6 HD; 2d8+4d10+18)
Fort +12, Ref +7, Will +11; +2 vs. death
Immune disease, fear; Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +8 (1d8+9/19-20) or
. . mwk cold iron morningstar +8 (1d8+8)
Ranged mwk composite longbow +7 (1d8+4/×3)
Special Attacks channel positive energy 7/day (DC 14, 1d6), smite evil 1/day (+4 attack and AC, +4 damage)
Spell-Like Abilities (CL 6th; concentration +10)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 16)
Paladin Spell-Like Abilities (CL 4th; concentration +8)
. . At will—detect evil
Oracle Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—bless, cure light wounds, detect undead, protection from evil
. . 0 (at will)—create water, detect magic, guidance, mending, purify food and drink (DC 14)
. . Mystery Life
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 12, Wis 8, Cha 19
Base Atk +5; CMB +7; CMD 20
Feats Combat Expertise, Deadly Aim, Extra Lay on Hands, Fey Foundling[ISWG], Greater Mercy[UM], Power Attack, Weapon Finesse
Traits dangerously curious, persecuted expatriate
Skills Acrobatics -4 (-8 to jump), Craft (weapons) +10, Diplomacy +8, Handle Animal +10, Knowledge (history) +6, Knowledge (religion) +5, Linguistics +4, Perception +9, Ride +0, Sense Motive +8, Survival +3, Use Magic Device +14
Languages Abyssal, Celestial, Common, Infernal, Sylvan, Undercommon
SQ fiendish sprinter[ARG], lay on hands 9/day (2d6), light from darkness, mercy (sickened), oracle's curse (legalistic), prehensile tail[ARG], revelation (life link), tiefling paladin, vow to self
Combat Gear wand of cure light wounds (50 charges); Other Gear +1 agile breastplate[APG], heavy steel shield, +1 longsword, mwk cold iron morningstar, mwk composite longbow (+4 Str), belt of mighty constitution +2, cloak of resistance +1, headband of alluring charisma +2, masterwork backpack[APG], masterwork weaponsmithing tools
--------------------
Special Abilities
--------------------
+4 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.
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).
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, 9/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
Life Link (2 max bonds, 120 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
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.
Paladin Channel Positive Energy 1d6 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power of Faith (30', +1) (Su) At 4th level, a warrior of the holy light can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Smite Evil (1/day) (Su) +4 to hit, +4 to damage, +4 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.

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

I never really played a Warrior of the Holy Light, so I am not 100% sure on how much of a hit can it be to completely lose Paladin spellcasting altogether. But the powers they gain are nifty.

Also for some reason I was thinking Paladins automatically got proficiency with their deity's favored weapon, but just realized it is not the case. So... Tessai would have to move away from Ragathiel and bastard sword wielding, and perhaps worship Iomedae instead.


Albion, The Eye wrote:
I never really played a Warrior of the Holy Light, so I am not 100% sure on how much of a hit can it be to completely lose Paladin spellcasting altogether. But the powers they gain are nifty.

So I have a paladin in an all paladin game of WotR The "power of her faith" is a big hit, but there is another paladin who handles most of the healing so Ian uses his LOH for the PoF. As an Oradin you'd want the extra LoH's but since you'd be healing yourself a lot I doubt if you'd use the PoF much. But since you have oracle spells I wouldn't sweat losing the paladin spells.

Power of Faith As a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.

I play a 6th level oradin I entered the game at that level, but sadly we haven't seen enough combat to give you an honest assessment of how well it works.

edited

Tarondor wrote:

So far we have:

Character Submitted:
1) Tessai (oracle 1/paladin 5) - Albion, The Eye
2) TingTingTing (Slayer 6) - Robert Henry
3) Garados (transmuter wizard 6) - Tarondor
4) Malinor (Gunslinger 1/Inquisitor 5) - Malinor
5) Ivy (Elf Arcanist (Brown Fur Transmuter) 6 ) - Illia-
6) Lothorian Sativa (arcane trickster) - A highly regarded expert
7) Jolis Cailean (godling) - TheWaskally
Character Idea:
A) ??? (Duskwalker inquisitor of Pharasma) - Linnea the Diviner
B) ??? (hellknight of the pyre) - bigrig107
C) ??? (arcanist) - Thedmstrikes
D) ??? ("living forge," probably flame oracle) - The Tick in the Barrel
Albion, The Eye wrote:
Dungeon Master of Graves wrote:
@Tick in the Barrel: There is a lack of divine full casters so far.

Depending on how the final group composition turns out and the amount of frontliner/melee types we have (since I see a few of them submitted already), I may play around some with Tessai's crunch, and make her an Oradin - still well armored and decent with a blade, but not meant to be on the first line (unless necessary), and more focused on Healing.

It even balances well with other divine characters (if they are not also fully focused on healing).

Tarondor wrote:
Dungeon Master of Graves (DMOG): Although I am looking forward to finally playing a 1e Transmuter, I note that the submissions lack a serious divine presence. If you preferred, I'd be open to bringing a cleric.

If Albion Goes Oradin, then Tarondor can stay a Transmuter, but we'd need a tank. Which I think bigrig's hellknight would fill.

If Tarondor goes Cleric, Albion could keep his paladin tanky, but we would need an arcane caster, Thedmstrikes arcanist might fit the bill.

Honestly, I'd play the character/class that interests you the most, and if it doesn't matter then figure out what the team needs. However I've found that games are more enjoyable when I'm playing a character that interests me, instead of one I put together just to get in the game.


Thanks for the feedback on that one Robert.

Just noticed Power of Faith does not stack with Bless also... :P


For what it's worth, with plenty of melee and skilled already, I was looking into a cleric. Trying to decide if I should try archer or just stick with support.

If we need a tank, I could do a dwarf fighter, or maybe war priest if we needed additional healing. This was actually one of my original ideas but was looking to see what the group needed.


I'd like to try a Plumekith Hex Striker. Never played one before and hadn't ever heard of this module before. Sounds like fun!

Crunch is partially complete in this alias.


@All: I think people should build characters they will find interesting. I do think a full divine caster that can pump positive energy into undead and eventually handle restorations, raise deads, and heals to keep the party upright is a good idea. If we don't end up with a classic 'cleric' prototype, we'll see what happens. There will probably be opportunities to swap characters when you all die :-)

@Tarondor: thanks for the list.

@Albion: I liked the beat-stick paladin better

@Wyran: Interesting character.


Albion, The Eye wrote:
I never really played a Warrior of the Holy Light, so I am not 100% sure on how much of a hit can it be to completely lose Paladin spellcasting altogether. But the powers they gain are nifty.

I played one in RA (another campaign that petered out on me) and he did quite well. He will do even better once he gains his level 8 abilities...


Here is Alana Kelsh, human Arcanist:

Alana Kelsh:

Alana Kelsh
Female Human Arcanist 6
Chaotic Good Medium Humanoid
Init +3; Senses Normal; Perception +8
--------------------
Defense
--------------------
AC 15(19), touch 13, flat-footed 12(16) (+2(6) armor, +3 Dex)
hp 32 (6d6+6)
Fort +3, Ref +5, Will +6
Resist None
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Masterwork Heavy Xbow +7 (1D10/x2)
Melee Heavy Flail +2 (1d8-1/x2)
Special Attacks None
Spell-Like Abilities None
Arcanist Spells Prepared (CL 6):
Level 0 (At Will) (DC 16)Detect Magic, Light, Acid Splash, Open/Close, Spark, Drench, Disrupt Undead
Level 1 (6/day) (DC 17) Ear Piercing Scream, Enlarge Person, Liberating Command, Magic Missile, Protection from Evil
Level 2 (5/day) (DC 18) Burst of Radiance, Mirror Image
Level 3 (3/day) (DC 19) Fly
--------------------
Statistics
--------------------
Str 8, Dex 14(16), Con 12, Int 20(22), Wis 12, Cha 14
Base Atk +3; CMB +6; CMD 15
Feats Extra Reservoir, Extra Exploit (Potent Magic, Quick Study, Metamixing)
Traits None
Skills Climb (1), Escape Artist (6), Fly (10), K. Arcana (13), K. Dungeoneering (13), K. Engineering (10) K. History (10), K. Local (10), K. Nature (10), K. Planes (13),
K. Religion (13), Lingusitics (10), Perception (8), Sense Motive (2), Spellcraft (13), Swim (1)
Languages Common, Draconic, Abyssal, Infernal, Celestial, Giant, Aklo, Undercommon, Goblin
SQ None
Other Gear Handy Haversack, Spell Component Pouch, Belt Pouch, Ink, Inkpen, Soap, Spellbook*, Grooming Kit*, Bedroll*, Messkit*, Waterskin*,
Trail Rations (10)*,Waterproof Bag*, Scholar's Outfit, Heavy Flail, Mithril Buckler +1, Spell Lattice (Magic Missile),
Belt of Incredible Dexterity +2, Headband of Vast Intellect +2 (Perception, Goblin), Lesser Metamagic Rod of Selective, Wayfinder w/cracked dark blue romboid ioun stone
57 GP, 0 SP, 9 CP// 23000 XP
--------------------
Special Abilities
--------------------
Exploits (SU)
Reservoir Points 9/12
Potent Magic, Quick Study, Metamixing, Dimensional Slide, Armored Mask
Metamagic (Piercing)
--------------------
Spellbook
--------------------
(class says all cantrips, but traveling spellbook has only Read Magic,Detect Magic, Light, Acid Splash, Mage Hand, Mending, Open/Close, Spark, Drench,
Disrupt Undead, and Ray of Frost)
1st: Air Bubble, Detect Secret Doors, Ear Piercing Scream, Enlarge Person, Feather Fall, Floating Disk, Liberating Command,
Protection from Evil, Reduce Person, Stunning Barrier, Vanish
2nd: Burst of Radiance, Create Pit, Glitterdust, Mirror Image
3rd: Battering Blast, Fly

Will adjust and update her avatar if selected. I almost forgot, I need to select traits (they were not allowed in the last game she was in). Will get to that tomorrow.


Here is Grym a dwarven frontline shield bashing/tossing tank armor crafter.

Role:

Grym is a dwarven front-line,switch-hitting, shield tossing/bashing tank. At 7th lvl he’ll really come into his own as he gets his 2nd iterative attack, Brawler’s Flurry and Shield Slam. But for now he’s a competent front-liner.

Advanced Armor Training Master Craftsman allows Grym to be the parties armorer, enchanting their armor and shields. At later levels Grym will enchant his armor with the Restful enchantment letting him get full rest after 2hrs of sleep, giving him the rest of the night to work on the parties armor and shields. Later on once he gets to Brawler Shield Champion Winding Path Renegade Untwisting Iron 8th he’ll be able to enchant weaponry as well.

With Martial Flexibility he’ll eventually gain access to Iron Caster abilities making for a very flexible front-line tank.

Grym has a special hatred in his heart for undead spellcasters and at later levels the combination of Disruptive, Spellbreaker and the dwarven feat Shatterspell will make him a potent opponent to all evil magic wielders.

Elephant in the room makes maneuvers more viable and I’m eager to put BullRush and Overun into use when the situation dictates bolstered by his Fighter SIegebreaker abilities.

Appearance:

Grym is not a handsome fellow. He wears his scars proudly, earned in service to his God and in his many battles vs undead at the former nation of Lastwall. His most notable item is his heavy shield with Torags holy symbol in the center. He wears well worn, but well maintained fullplate. Grym bears both the Shield-Mark and the Sword-Mark on his palms indicating his status as part of the military of the former nation of Lastwall.

Oathbound:
Oathbound is a title given to those citizens of the city of Vigil, the capital of Lastwall, that have sworn an oath, and agreed to be magically bound by that oath, to defend the innocent and to support the crusade of the city to: guard against the return of the Whispering Tyrant; and to prevent the spread of the orcs currently concentrated in the Hold of Belkzen.[1]

Shield-Mark
The Shield-Mark is proof of a citizen's oathbound status in Vigil. It is the magical mark of a shield symbol on the person's palm.

Sword-Mark
Iomedae's holy symbol is used as the Sword-Mark.
Similar to the Shield-Mark, the Sword-Mark is another magical mark placed on a person's palm; this time, it takes the form of the holy symbol of Iomedae. The Sword-Mark indicates that the wearer is a member of the military of Lastwall.[2]

Shield-Mark and Sword-Mark
Having both the Shield-Mark and the Sword-Mark indicates the wearer additionally gains full citizenship and rights within Vigil.

Background:

Grym left his home in the Five Kingdoms at an early age seeking challenge and adventure. He found that in spades at Lastwall where he not only worked the forges creating magical armor and shields for Lastwalls military. He was not merely a smith spending his life in the forge although that is a worthy way to spend ones life. He gained respect of the Paladins and Knights of Ozem and was invited to train and fight beside them.

One of the proudest moments of his life was when he received his second palm tattoo the Sword-Mark indicating his full acceptance into the military of Lastwall.

“Fall of Lastwall
In 4719 AR, the Great Seal imprisoning the Whispering Tyrant was broken and he was released once again. Lastwall was utterly destroyed by the Tyrant's forces, and after centuries spent fighting against the undead, was consigned to an undeath of its own: it was transformed into a realm of the dead known as the Gravelands.”

News of his fathers death caused Grym to return to the Five Kingdoms to put his father to rest. During this visit Lastwall and his comrades fell to the powers of foul Whispering Tyrant. Survivors guilt wracks him to this day.

Seeking solace and healing to his wounded soul Grym entered the Sacred Mountain Monastery where he learned to wield his fathers magical mithral Heavy Throwing shield (exotic prof)

And during his rigorous training within the Monastery Grym’s faith in Torag deepened and that faith has manifested, not in a direct voice from his God Torag, but a sensation, a subtle guiding touch. It’s a feeling he knows best in the midst of battle when his God, the Master of Strategy and Tactics guides him to adapt to the changing opponents or battle conditions, and adapt new tactics (Martial Flexibility, Shield Champion Brawler), sometimes things he’s never heard of in any tales told in long nights of drinking by fires with fellow accomplished warriors.

Grym, though not a Paladin of Torag, has traveled and trained with the Toragadins since his return to the Five Kingdoms and follows THE Code of Torag. His belief and service to Torag and His church has been rewarded a with a greater understanding of his faith than is typically found outside of Clerics and Paladins.

Grym has traveled to Mendev for the purpose of taking part in fighting against the forces of the Worldwound. But upon hearing of the recruitment to explore the danger posed by the undead of Rappan, Grym signs up determined not to give foul undead any further purchase into the world concerned it may be an expansion of the Whispering Ways influence into the world.

Statblock:

Grymwold the Shieldstorm, renowned Warrior of Torag
LG Male Dwarf Fighter (Siegebreaker)4, Monk (Far Strike/Iron Mountain)1, Brawler(Shield Champion)1
Follower of Torag, Dwarven God of Forges, protection, strategy
XP, 6th lvl

-------------
STATISTICS 25pt
-------------
Str18 +4 (17, +1 level up)
Dex14 +2
Con16 +3 (14, +2Dwarf)
Int10
Wis14 +2 (12,+2Dwarf)
Cha 8 -1 (10,-2Dwarf)

--------------
DEFENSE
--------------
Initiative +2 (+2 Dex,)
AC25, touch 13, flat footed 23(+9Fullplate, +3 Hvy Shield+2 dex, +1Trait)
+2ac vs Undead
+2ac vs crit confirmation
CMD21 (10+5bab+4str+2Dex)

HP57 (39+18con)
Fort+12 (8+3Con,+1res)
Ref+8 (5+2Dex,+1res)
Will+7 (3,+3Wis,+1res)
Hardy +2 vs spells and SLAs
+2 vs Undead spells and SLAs

-------------
OFFENSE
-------------
BAB+5
Speed20 ft
CMB+10 (+14 Bull Rush/Overrun) (+5bab+4str+1shield) (+2Powerful Maneuvers +2Relentless)

Heavy Throwing Shield range 20ft
Ranged 20ftShield +8 {5bab+1shield+2dex} 1d6+5 x2 (+4str +1Shield)

Heavy Throwing Shield range 20ft, Deadly Aim -2 +4
Ranged 20ftShield +6 {5bab+1shield+2dex} 1d6+9 x2 (+4str +1Shield+4DA)

2handed, MeleeShield +10 {5bab+1shield+str4} 1d6+5 {+1shield+4str)}

2handed, Melee, PA-2+6Shield +8 {5bab+1shield+str4 -2PA} 1d6+13 {+1shield+6str, PA +6)}

Bull Rush vs CMD] +14 [+4str+2Powerful Maneuvers +1Shield +2Relentless] +7damage [Breaker Rush, +4str+1shield+2Powerful Maneuvers]
IF Bull Rush successful free action Overrun +7 dam [Breaker Momentum class ability]

Skills:

FCB Brawler +1skill rank
[b]Skills
17

Fullplate ACP -6 ( AT+1) =-5ACP

-----------
Acrobatics (Dex)____+1{+1rank,+2Dex, +3Class, -5acp}
Climb*(Str)____+3{+1rank,+4Str,+3Class, -5acp}
Heal(Wis)____+8{+1rank,+2Wis}
Perception(Wis)____+11{+6rank,+2Wis, +3Class}
Sense Motive(Wis)____+7{+1rank,+2Wis, +3Class, +1Comp Ioun}
Stealth* (Dex)____+1{+1rank,+2Dex, +3Class, -5acp}
Survival(Wis)____+6{+1rank,+2Wis, +3Class, }
Swim*(Str)____+3{+1rank,+4Str+3class, -5acp}
UMD(Cha)____+4{+1rank,-1Cha, +3Class+1trait}

Know Dungeoneering(Int)____+4{+1rank, +3Class}
Know Local(Int)____+4{+1rank, +3Class}
Know Religion(Int)____+4{+1rank, +3Class}

Background Skills 12 ranks
Know Engineering(Int)____+9{+6rank, +3Class}
Know History(Int)____+4{+1rank, +3Class}
Appraise(Int)____+8{+5rank, +3Class}
Craft(Int)____+10{+5rank, +3Class,+2Craftsman Dwarf} bonus ranks from Master Armorer AAT

While not a paladin, Grymwolds rare powers of martial strategy(Martial Flexibility) are divinely inspired from his Toragian faith and are bolstered by weapons and armor crafted and honed on Toragian forges and as such he follows Torags Paladin Code:

Paladins of Torag are dedicated to protecting not just the lives but the way of life for those under their charge, and hold the ways of their chosen people as holy, especially when they are the centuries-old works and traditions of an entire race. Their tenets include the following affirmations.

My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.

I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others if need be.

I respect the forge, and never sully it with half-hearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need.

Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag.

Dwarf Racial abilities:

--------------------
Racial Abilities
--------------------
Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: replaced with Death’s End

Greed: replaced with Craftsman

Hatred: replaced with Death’s End

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: replaced with Relentless

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Alt Racial Traits

Relentless
Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

PFS Legal Death's End
Source Heroes from the Fringe pg. 5
Some Pahmet come from long lines of guardians who train to defeat any undead that enter the tombs they protect. Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead.

This replaces defensive training and hatred.

Craftsman
Source Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Feats and Traits:

Traits
Defender of the Society +1ac while wearing medium or heavy armor

Dangerously Curious Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Snowstride: The wide stance and sure footing you developed while traipsing over ice-covered rock and frozen earth provides you with a +1 trait bonus on Acrobatics checks made on slippery surfaces and enables you to trip or bull rush opponents two size categories larger than you instead of just one.

Drawback
Pride
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Feats

Item Feats

Blind-Fight(ioun stone)
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Combat Trick (from the Combat Stamina feat)
Once per round, when you hit a creature that benefits from concealment, you can spend 2 stamina points to ignore the miss chance from that creature’s concealment until the end of your next turn.

Class and Level Feats

Lvl 1 Fighter (Siegebreaker)
BF Combat Stamina=8pts
Improved Shield Bash

Lvl 3 Fighter
Advanced Armor Training =Master Armorer

Lvl 4 Fighter
BF Disruptive
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Combat Trick (from the Combat Stamina feat)
When you use your last attack of opportunity available to you in a round, you can spend 2 stamina points to extend the duration of this feat’s increase to DCs for enemies casting defensively within your threatened area until the start of your next turn.

Lvl 5 Monk (Far Strike Monk of the Sacred Mountain)
proficiency ALL thrown weapons
Powerful Maneuvers
 You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

BF Precise Shot

BF Quick Draw
Combat Trick (from the Combat Stamina feat)
As long as you have at least 1 stamina point in your stamina pool, you can sheathe a weapon as a swift action.

BF IUS

Lvl 6 Brawler Shield Champion/Winding Path Renegade Untwisting Iron

Class Abilities:

Siegebreaker Fighter 4
Breaker Rush (Ex): At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level.

Armored Vigor 6/day (Ex): At 2nd level as a swift action, a siegebreaker can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the siegebreaker gains increases by 2, to a maximum of 10 at 18th level. This ability replaces bravery.

Breaker Momentum (Ex): At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action. This ability replaces the feat gained at 2nd level.

Persistent Menace (Ex): At 4th level, a siegebreaker must choose either Step Up orDisruptiveas his bonus feat, but need not meet the prerequisites.

Armor Training 1

Far Strike/Iron Mountain Monk 1
Far strike monk is proficient with all thrown weapons.
BF Precise Strike, Quickdraw

Shield Champion Brawler/Winding Path Renegade Untwisting Iron 1
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility 3/day (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

Martial Training (Ex) (effectively Fighter 5th, Monk 2nd): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes

Gear:

[
Shield
Heavy Steel Shield 20gp
Throwing Shield exotic +50gp
+1k Mithril
+1weapon 2k/ +1shield 1k
4,070gp

Armor
Fullplate 1.5k

Head
Dwarven Boulder Helmet (+2vs Crit Confirmation) 20gp

Belt
Blinkback 5k

Shoulders
Cloak of Protection +1 1k

Slotless
Wayfinder 500gp
Incandescent Blue Sphere (Cracked) Ioun Stone 200gp +1 competence Sense Motive
Resonance effect in Wayfinder =Blind-Fight

Complete Adventurers Handy Haversack with contents 3,185gp

15,475gp

Coin 525gp


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Pathfinder Roleplaying Game Superscriber
Robert Henry wrote:

If Albion Goes Oradin, then Tarondor can stay a Transmuter, but we'd need a tank. Which I think bigrig's hellknight would fill.

If Tarondor goes Cleric, Albion could keep his paladin tanky, but we would need an arcane caster, Thedmstrikes arcanist might fit the bill.

Tarondor's transmuter will eventually be quite, if not tanky exactly, a front-liner at the very least. Not so much at 6th level, though.


@Thedmstrikes: good generalist arcane caster.

@WabbitHuntr: tough dwarf

Dark Archive

Just in case you missed it. My build for this game is listed under this alias.


I think I shall submit an oread bloodrager (elemental fire) 1/ shifter (elementalist shifter earth/fire) 5.


@Malinor: Got it. That build scales up really well with the inquisitor levels.


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Tarondor wrote:
Robert Henry wrote:

If Albion Goes Oradin, then Tarondor can stay a Transmuter, but we'd need a tank. Which I think bigrig's hellknight would fill.

If Tarondor goes Cleric, Albion could keep his paladin tanky, but we would need an arcane caster, Thedmstrikes arcanist might fit the bill.
Tarondor's transmuter will eventually be quite, if not tanky exactly, a front-liner at the very least. Not so much at 6th level, though.

After some soul searching, I think am sticking with my original submission, and the frontliner Paladin idea. Might add some tweaks, but that is the base. Fluff should come over the next days ;)


Here is Tarondor's transmuter, Garados.


This is Linnea with my inquisitor! I still have to buy the last of her gear, but otherwise she's ready to go. Let me know if you want me to condense her backstory a bit, I might have got a little carried away.


@DMoG: For divine spells that that pre-date the Oracle class, do you allow Oracles to use their Cha modifier for effects specified as based on Wis modifier? An example would be the bonus to hit for spiritual weapon.


Here is Kranken, my oread bloodrager/shifter. I'll put description and background together ASAP, but I needed to work out the mechanics to be sure it actually worked.

He's a tank who hits really hard (although he's also disturbingly easy to hit himself). He will eventually have some scouting potential when he gains the ability to earthglide. Right now, he just hits stuff really hard, is good at breaking things, and can add acid or fire damage to most of his attacks, so trolls really better watch their step.

Personality-wise, he has a Charisma of 6, so yeah, he's kind of humourless. He's the world's best straight-man, with a single-minded determination: to go down. He was in Kenabres when a massive demon and silver dragon got into a huge fight. 10 feet away from him, a bunch of wimpy adventurers fell into a giant hole that opened up beneath them. It looked so appealing, he tried to jump in after them, but the stupid hole collapsed over them before he got the chance. With his combination of earth and fire, he’s like a volcano: a bit of a temper, which explodes, and then he’s calm again.

Not wanting to go through another crusade (he fought in the fourth crusade a bit) he jumped at the chance to explore a never-ending dungeon.


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Now we have an alias ;)

Small intro on Tessai:
The heat from the forge was unforgiving, yet it did not seem to bother the lonely, dark skinned figure at the anvil. The hammering was not rushed, but it was purposeful, rhythmic, and unstopping, one after the other. Again, and again, and again...

She only noticed Argraxx, the owner of the small weaponsmith shop when the burly, fiery haired dwarf came up to her face, shouting - "Ye need ta stop and eat! I have no use fer half-breeds faintin' in the floor of me shop!" - he growled, and stared hard at her.

Brushing the black hair from her face, the sweat glistened and slid down profusely down her grey skin, along her face, neck, exposed shoulders, arms and legs - "You already told me that twice, you old dwarf - and I told you I will eat when this one has the shape we agreed" - eyes black as night led the dwarf stare to the long blade she was working on.

"Bah, ye can continue after! At the pace yer going, this is going to take forever anyway" - he grunted in reply - "Let us go grab some food and drink - I am the boss. So I say so" - the dwarf began to storm off of the forge and anvil area, then paused - "And fer the love of the Gods, dress something decent. Don't ye see the lads peeking at the window? Eeeeesh, I just keep wonderin' why I ever hired you"

Tessai looked at the window, and of course a few street toddlers were peeking inside at her, but not because of the light, sleeveless blouse and shorts she wore under the apron while working. They most likely were there because of her looks - the small horns on her forehead and the gray skin, but above all her tail, which seemed to almost have a life of its own, they all contributed to make sure no one had any doubts about her half-bred, demonic heritage. Even though she had been in town for a while now, still many heads were turned when she passed by. Mainly when the Worldwound was not that far.

Argraxx never seemed to care though, and his offer for a job at the smith had come at the perfect time, when her gold pouch was dwindling dangerously, and no one seemed to be interested in hiring a tiefling - "I like you lass. But I liked even more tha way ye dispatched them two half-drunken idiots wantin' to play with yer tail" - were his exact words and pitch - "Ye got strong arms, and I am guessin' yell work cheap?" - he chuckled - "Whaddya say, drop by me shop tomorrow? But do something about that swollen eye first - ye need to be seein' to work" - he added, poiting at an almost shut eye, and the bruises on her face.

"Don't worry. I heal fast" - she spoke to herself as the dwarf left.

And so it has been for the past 6 months - Tessai needed to be in the region. Her search had taken her there, and even if it was stalled for the time being, the paladin could feel she was getting closer. Closer to her revenge, and perhaps something more...

"Get movin'!" - the dwarf unceremoniously peeked into where she was changing clothes, interrupting her contemplations - "Ye're wearing those ragged pants again? I already told ye they're ripping right around yer... Tail... Or whatever it is" - he rolled his eyes - "At least we'll have another interesting night fer sure" - he shrugged, thinking about the stares Tessai would get as soon as she entered the tavern. She did heal incredibly fast that one, though - "Demonic stuff fer sure..." - he grumbled to himself as they went along.

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

I am not sure exactly where we would be starting the game, but Tessai has been traveling ever North for a couple of reasons - for one, her mentor and friend was cursed and murdered by a coven of witches far to the South. She has been chasing the sole surviving hag for revenge, and the tracks have lead ever in this direction.

The events surrounding the death of Talian, were... Not right... Almost as if they had targeted them purposefully, Talian was almost driven mad by the coven's hexes and nightmares even before they managed to uncover the lair. Delving into that place was the biggest mistake they could have done. And the words of the Hag to her... As if all that was part of some sort of plan... (I will keep posting snippets of her story, this part included. But the idea is to leave open ends - stuff that may tie in with our game at some point. Or not).

For some reason, traveling North has also given Tessai a strange form of hope in somehow finding out more about her own past and origins. She was rescued by Talian in Cheliax when she was surviving like a cornered animal, hiding in the sewers and stealing food. Even though the process was not an easy one, under his tutelage she obviously realized the truth about her ancestry, and how it was seen by many others. Finding more about where she has 'come from' is not something that conditions her life, or drives her steps, but it definitely is present in the occasional nightmares she is unable to explain - nightmares in which her senses are assaulted with visions of foul places and deeds, mixed with sounds and smells that grate on her very soul. But also a sense of... Familiarity? Belonging? This is not always easy to cope with for a Paladin of the General of Vengeance - that constant sense behind her eyes that darkness may be lurking, waiting for her... And the fact is the dreams have been getting worse as she travels - it can be just a coincidence. Or not.


So I'm considering tweaking Ting a little. Would "Carrion Sense" permit him to smell the undead? or would it only be fresh corpses?

Carrion Sense: Many tengus have a natural ability to sniff out carrion. While their sense of smell isn’t as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengus with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points). This racial trait replaces gifted linguist.


@Tick: no problem with you using your primary casting stat.

@Kranken: nice. reminds me of Sgt Detritus from The Watch.

@Robert Henry: Zombies yes, wraiths no.


Dungeon Master of Graves wrote:
@Robert Henry: Zombies yes, wraiths no.

cool, I didn't even think about incorporeal undead. I 'll go ahead and switch the 'gliding' for 'carrion sense.'


Pathfinder Roleplaying Game Superscriber

An updated list:

Character Submitted:
1) Tessai (oracle 1/paladin 5) - Albion, The Eye
2) TingTingTing (Slayer 6) - Robert Henry
3) Garados (transmuter wizard 6) - Tarondor
4) Malinor (Gunslinger 1/Inquisitor 5) - Malinor
5) Ivy (Elf Arcanist (Brown Fur Transmuter) 6 ) - Illia-
6) Lothorian Sativa (arcane trickster) - A highly regarded expert
7) Jolis Cailean (godling) - TheWaskally
8) Wyran Zuranan (U-Monk 1 / Shaman 5) - AGM Lemming
9) Alana Kelsh (Arcanist 6) - Thedmstrikes
10) Grym (Fighter (Siegebreaker)4, Monk (Far Strike/Iron Mountain)1, Brawler(Shield Champion)1 ) - WabbitHuntr
11) Liatris Gravedaughter (inquisitor of Pharasma 6) - Linnea the Diviner
12) Kranken (Bloodrager 1/Shifter (Elementalist Shifter) 5) - Nazard

Character Idea:
A)??? (hellknight of the pyre) - bigrig107
B) ??? ("living forge," probably flame oracle) - The Tick in the Barrel

Interest expressed:
AGamer70 - Looking into a cleric
eletrictjokecascade


Sorry for not mentioning it earlier, but I’ll be dropping out. Don’t have the time to play in a game unfortunately.

I wish you all the best!


@Tarondor: Thanks for that updated list.


Added history.

Anyone willing to glance over my CS and provide constructive criticism, feel free to PM me. Thanks!


Background and such, for easier access. Anyone who wants to read it, let me know what you think!

Background:
Duskwalkers are one of the few races that are not born. The psychopomp scions manifest on the Material Plane as young children, in a place consecrated to Pharasma. Every duskwalker is the reincarnated soul of someone who helped maintain the balance of life and death, one who died before their time and caught the attention of powerful psychopomps. As such, they manifest with the knowledge that the undead and those who would raise them are their enemies. Liatris was no exception. She manifested at the temple of Our Lady of Lanterns in the city of Ardis, once the capital of Ustalav before a prince's whim moved his seat of government to Caliphas.

Ustalav's church of Pharasma is more familiar with duskwalkers than most, given the country's widespread reverence of the goddess of death. The arrival of a duskwalker child is considered both a blessing and an omen of trouble to come. After all, why would the psychopomps send one of their scions to a place that didn't need them? In this case, though, Ardis was already beset by angry ghosts and other undead in the abandoned sections of the city, so everyone thought they knew why she was there. Father Ossmander welcomed the girl with open arms, adopting her as his own and giving her the last name 'Gravedaughter' in honor of his divine patron. Liatris chose her own first name after a heroine of the church who fought against the Whispering Tyrant.

From an early age, Liatris was determined to follow the path of the inquisitor. Something about it just felt right. She suspects that her prior incarnation might have been an inquisitor, but she doesn't remember much of anything from that life. Father Ossmander was a busy parent, often preoccupied with his duties to the church, but he did his best to give her a good upbringing in the Pharasmin Penitence. The Penitence is a uniquely Ustalavic sect of Pharasma that teaches suffering in life will bring lenience from the Lady of Graves when they go to be judged. At first Liatris obediently participated in her father's rituals of self-denial (being too young for self-mortification) and listened to his lectures on the holiness of suffering.

But once she finished her training as an inquisitor and was anointed a servant of the church, the duskwalker revealed her true allegiance in dramatic fashion. She asked her father for the opportunity to preach a sermon. Delighted with her faith, he gladly agreed- only to watch in horror as Liatris told his congregation that Mother Kavapesta, the prophet who originally taught the Penitence, was mistaken! Pharasma is a dispassionate goddess, she argued. The Lady of Graves doesn't care about your suffering and your self-mortification is for nothing. She only cares about your deeds in life. Those who are kind, who help their neighbors and fight against evil, go to the celestial planes to live in bliss. The wicked, those who take pleasure in others' pain and hurt the innocent for their own gain, go to the lower planes to suffer for eternity. If you want to go to Heaven, your time will be better spent in acts of charity and kindness than in prayer and self-denial.

Had Liatris been anyone else, she might have faced a riot and even excommunication. But everyone knew that she was blessed by the psychopomps, Pharasma's favored servants, and feared their wrath if they hurt her. This was, of course, exactly according to plan. Liatris wasn't the only one in Our Lady of Lanterns to follow the old ways, but until she became an adult the rest of the movement feared being censured or excommunicated if they spoke up. Her childhood friend Sarabeth Verne, a lower-ranking cleric, was the unofficial leader of the movement and recruited Liatris early on. Just like being an inquisitor felt right, following the old forms of Pharasma's worship felt right too. Her connection to the psychopomps was exactly what the rebellious priests needed in a spokesperson.

Father Ossmander was furious. He and his daughter fought for hours after her heretical sermon, neither willing to back down. In the end Liatris stormed out and moved in with her friend Sarabeth. Father Ossmander began assigning her jobs that were difficult and dirty even by Pharasmin inquisitor standards, hoping that suffering would turn her back to the Penitence. But Liatris overcame everything he threw at her, even when he began giving her solo assignments where he would normally send two or more agents.

One such assignment was to exorcise a dangerous ghost in an abandoned warehouse. The merchant who owned it had killed himself in despair over his declining fortunes after the capital was moved to Ustalav, and rose as an angry ghost. Liatris knew she couldn't take on such an enemy herself, but what was she to do? She prayed to Pharasma, then to several psychopomp ushers in case Pharasma was too busy to listen. Salvation came in the form of an ahmuuth psychopomp. Ahmuuths are the psychopomps responsible for helping mortals fight the undead. The ahmuuth, Kaveth, went with Liatris to fight the ghost and find out what it needed to move on. (As it turned out, the ghost wanted his cash box to be filled with gold and his ledger to record the amount.) It was a hard fight and both were badly wounded, but with a loan from the temple the pair managed to convince the ghost to move on.

Kaveth was impressed with Liatris' faith and fighting ability. "We have been watching you since you manifested, Liatris Gravedaughter. In time, you may be worthy of greater blessings- and greater responsibilities." They refused to elaborate before returning to the Boneyard. She reported the ahmuuth's assistance to her father, but decided to keep their parting words to herself. After all, they said 'may', not 'will'.

Shortly after her encounter with Kaveth, the temple received a letter from Queen Galfrey of Mendev. She was sending missives to every major temple of Pharasma in Ustalav, asking for aid in fighting a cult of Orcus that had become entrenched while the Mendevian government was distracted by the Worldwound. Everyone knows that Ustalav is home to some of the best undead hunters in all Avistan. Father Ossmander decided that this was a golden opportunity to get his daughter and her heretical opinions out of the country for a while. Liatris knows what he's doing and isn't exactly thrilled, but at the same time this is a real problem that needs solving. A queen wouldn't humble herself to ask for help from abroad unless the situation was truly dire. So she read everything she could find on Orcus and his followers (which wasn't much, Ustalavic necromancers typically prefer the Whispering Way or Urgathoa) and set off for Nerosyan.

Appearance:
Liatris is a tall, muscular woman with pale gray skin, blue eyes, and long white hair usually worn in a high bun. Her features are too severe for classic beauty, with sharp cheekbones and thin lips. She usually wears a polished mithral breastplate over a shirt, trousers, and boots in shades of blue and gray. A gray leather bandolier and a silver holy symbol of Pharasma sit over the breastplate. The ensemble is completed by a navy blue cloak flecked with silver, a silver dagger and cold iron morningstar on her belt, and a longbow and quiver on her back. She carries an adamantine scythe, the blade etched with feather patterns.

When not expecting trouble (which is rare), Liatris prefers simple, comfortable clothing in shades of blue, white, gray, and purple. She always wears her holy symbol and at least one weapon.

Personality:
Liatris is a serious woman who is devoted to her duty as an inquisitor of Pharasma. She does enjoy the occasional day off or evening with friends, often spent listening to music at a tavern or poetry readings at a teahouse. Unlike some Ustalavic Pharasmins, Liatris believes that leisure and happiness are important parts of a balanced life. Most of her days are spent in work though, either researching her next assignment, traveling, or fighting the undead.

The duskwalker considers Pharasma her patron deity, but she also prays to various psychopomp ushers on occasion. After all, Pharasma is a busy goddess. Liatris sees praying to the ushers like leaving a message with a count rather than a prince; the count has more limited authority and ultimately answers to the prince, but they can get things done within their domain and are often able to do it faster than a ruler who has to consider the whole principality.

The inquisitor has no interest in romance or physical intimacy. She is content to have friendship with mortals and communion with her goddess, and finds other people's obsession with pairing up both baffling and amusing. Liatris has a dry, often morbid sense of humor, and considers death merely another stage of life. That doesn't mean she seeks death though. She still has lots of work to do on the Material Plane.

Stats are on this profile. If someone could take a look for math errors, I'd appreciate it.

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