Rappan Athuk table 2

Game Master Mottied

General map

Current map

Current battle map

Current init:

Summer
Kwin
Garg 7
Estela
Triela
Shon'dar
Garg 2
Garg 4
Garg 8
Baldhus
Garg 1
Gard 3
Garg 6
Garg 5


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Dotty Dot!

Sooo, are we keeping our submissions as our characters or will we start anew? Just out of curiosity.

And excitement. Real excitement.


That's great to hear Emissary!

You are free to remake or keep your character.

I will have the first gameplay post in a few days.


I will wait for the rest to say their intentions, but in any case I would still be a melee dwarf. Possible changes would be Fighter and Barbarian if other people choose divine spellcasters or half casters.

On another note: I'm sooo hyped! Rappan Athuk has been on my "die playing" list since forever.


Female Rakshasa-spawn Tiefling Summoner 6; HP: 48/48 AC: 18 T: 12 FF: 16 ; CMD: 15; F: +6 R:+6 W: +5 (+2 when within Roban's reach); Perception: -2 ; Resist Fire, Cold, Elec. 5; Detect Thoughts 1/1; Summon Monster SLA 9/9; Spells 1st 4/6, 2nd 5/5

Thanks Mottied, happy to be aboard :) I look forward to your, likely successful attempts to murder us all! I'll keep Sum as is with Roban her geniesque eidolon doing most of the work and her trying to stay out of trouble while contributing the odd crossbow bolt. She can contribute to healing as long as people don't mind it being Infernal, not much use in combat, but great value out of it.


Yay! :)

I of course need to bring up to 20 pb, and add bg skills, but otherwise Triela is ready.


- INACTIVE - (GM abandoned game)

I'm down. I will be swapping out Shaman for Inquisitor though.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Thank you so much for opening a second table! I know it can be a huge amount of work, and I very much appreciate it.

I think Kwin is ready to go now. I'll take a look at some of the other characters and perhaps tweak some spell choices to better pair up with others.


Quick question, would everyone like to start at the introductory area or at one of the main cities.

The introductory area starts with a little leniency(not much) but the other gains a couple levels to compensate.


- INACTIVE - (GM abandoned game)

Starting at level 3 sounds preferable to me but I'm fine either way


First of all, let's state our current party rooster:

•Summer Meritt. Summoner
•Triela of Devilbane. Bard(Arcane Duelist)
•Shon'dar Akbad. Zen Archer/Inquisitor
•Kwin Avassar. Diviner Wizard.

If I missed anybody please tell me.

Looking at it we lack actual muscle. And so is my desire to provide it, with Mottled permission.
Right now I'm looking at either Stonelord Paladin (for extra beef, tankiness and a splash of healing) or a plain ol' Dwarven Fighter. Backstory would remain mistly the same, with just a few minor fixes to accomodate the changes.

Anyway, I'll wait for your input and Mottled word.

EDIT Forgot to say: I'd rather start in the main city, not because of the extra levels -which will come handy anyway- but because we can get used to our characters and get to know each other better.


- INACTIVE - (GM abandoned game)

Almost done with the Shaman => Inquisitor swap but can't make up my mind which Inquisition to take. I'm thinking either Oblivion, Reformation, Restoration, Tactics, Valor, or Zeal. Any thoughts?

EDIT: Oof, Emissary I suggest you go with Stonelord. I'll probably take the Restoration Inquisition--looks like we will be short on healing.

Or, do we have a 6th player that can do healing and hasn't dotted in yet?


The last person has not dotted yet.


Female Rakshasa-spawn Tiefling Summoner 6; HP: 48/48 AC: 18 T: 12 FF: 16 ; CMD: 15; F: +6 R:+6 W: +5 (+2 when within Roban's reach); Perception: -2 ; Resist Fire, Cold, Elec. 5; Detect Thoughts 1/1; Summon Monster SLA 9/9; Spells 1st 4/6, 2nd 5/5

I'm okay either way, my main question would be how well do you rate the early stuff we would potentially be skipping?

I'll admit I am a bit wary of Stonelord Paladin, I love the flavor, but it seems built for sundering and I'm under the impression that loot might be very scarce. If that is not an issue then that elemental will make an awesome scout.


- INACTIVE - (GM abandoned game)

Stonelord seems to me to be about tankiness and area control.

-Posted with Wayfinder


Female Rakshasa-spawn Tiefling Summoner 6; HP: 48/48 AC: 18 T: 12 FF: 16 ; CMD: 15; F: +6 R:+6 W: +5 (+2 when within Roban's reach); Perception: -2 ; Resist Fire, Cold, Elec. 5; Detect Thoughts 1/1; Summon Monster SLA 9/9; Spells 1st 4/6, 2nd 5/5
Shon'dar Akbad wrote:

Stonelord seems to me to be about tankiness and area control.

Its Stonestrike's ability to ignore hardness that worries me slightly, its a cool ability, but the most obvious usage seems to be sundering enemy weapons and armor. Given the hints of lean loots I am just not sure sundering would be wise, but if @EmissaryOfTheNorth isn't planning that I have no issue.

I will point out though is that a Paladin will not be able to make use of my main source of healing, because Infernal Healing is an evil spell, but, hopefully we'll have enough healing in the party for that to be a none issue.


| HP 9/14 SP 12/12 | RP 3/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None. Gender: "Gazigaz" Male CG skittermander xenoseeker envoy 2

I'm here just got back from work. I am interested, and excited. I'll keep my cleric of Pharasma. Healing at your service.

I have no preference on where we start. I'll create the alias tonight, and get her posted.


I have minor healing.

As for starting place, I lack any particular knowledge of the module aside from what was in the recruitment thread. The intro area might be good to fill in bg, but I can swing where ever we start.


- INACTIVE - (GM abandoned game)

Bypassing hardness is pretty good against constructs and the like. It's especially good because you normally need adamantium weapons to bypass that stuff. Adamantium is not cheap.

Since we do have a cleric I'll consider a different inquisition. However, an era 8d4 of healing can't be bad in such a lethal dungeon.

-Posted with Wayfinder


Female Rakshasa-spawn Tiefling Summoner 6; HP: 48/48 AC: 18 T: 12 FF: 16 ; CMD: 15; F: +6 R:+6 W: +5 (+2 when within Roban's reach); Perception: -2 ; Resist Fire, Cold, Elec. 5; Detect Thoughts 1/1; Summon Monster SLA 9/9; Spells 1st 4/6, 2nd 5/5

Welcome aboard CariMac, a relief to have a healer on board :)

@Shon'dar Akbad True, but that replaces Smite Evil which is useful far more often, I don't know about this campaign, but constructs are generally pretty rare, though it will likely be a live saver when they do show up. I was toying with making one recently, a Stonelord, and my thought was the way to make that a regularly useful ability is sundering, and that is what many Stonelord builds seem to be geared for, hence my worry. I ended up going with a Forge master cleric form my dwarf.


Stonelord paladins are pretty tanky although it's a shame that they lose divine grace.

The intro area eases you into Rappan Athuk as you take a side-dungeon and end up inside of the main dungeon. It's tough to give it a rating and the simplest way to explain it is it's Rappan Athuk for lower levels.

The intro starts you at lvl 2 while the main city starts you at level 6.

Edit: You are free to make a new character Emissary


If it really isn't important narratively, I'm fine starting at the city. It'll give me a rare chance to play mid level.


- INACTIVE - (GM abandoned game)

Level 6 is a big jump. I'm okay either way.

A Stonelord does lose divine grace, but that's just one of the things about the archetype that let's a Stonelord dump charisma (or leave it at 10). A regular dwarf paladin would have to spend a lot of point buy to get good use out of Divine Grace. Instead, the Stonelord can take Glory of Old trait and Steel Soul feat and get +5 against Spells and Spell-Like Abilities. Which is pretty good IMO.

-Posted with Wayfinder


Female half-elf cleric of Pharasma 6 | NG | Init +1; Senses low-light vision; Perception +7 AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex) hp 53 (5d8+21) Fort +8, Ref +4, Will +9; +2 vs. enchantments

Here is Estela. Thoughts on my build are welcome. I thought I'd go archer. The idea is was to stay out of melee, and buff when needed. I don't object to going melee. What does the group thing we need most?

Edit: Looking at the list again. I see we need more melee. I'll make adjustments, and post them tomorrow.


It seems we have 1 for the main town and the rest have not voted or don't mind either way.

There is a lot more to worry about if you decide to go with the main town route hence the level jump.


Mottled, the vote for Main Town you are taking into account is mine, isn't is?
Only question I have right now, because I may have missunderstood you, is: do we start at the same level but will Level up a few times before Rappan or will we start a few levels above already?

And @The_Rest_Of_Soon_To_Be_Corpses: seeing that there are mixed opinions around the Stonelord and such I think I will keep Baldhus as a warpriest and just retool him a bit to be more frontliner and less secondary melee. That way we have beef, a handfull of spells and healing and we keep our loot unsundered -which I wasn't sure if I was going to do, but looking at it it seems too good to pass-

I will cook an alias soon!


Female Rakshasa-spawn Tiefling Summoner 6; HP: 48/48 AC: 18 T: 12 FF: 16 ; CMD: 15; F: +6 R:+6 W: +5 (+2 when within Roban's reach); Perception: -2 ; Resist Fire, Cold, Elec. 5; Detect Thoughts 1/1; Summon Monster SLA 9/9; Spells 1st 4/6, 2nd 5/5

Hmmm, well I'll vote higher level then, purely because its a novelty to get to begin with a few levels with most games starting at first and PBP being as slow as it is.

@EmissaryoftheNorth War priest sounds awesome, always comforting to have a tanky full caster along :)


- INACTIVE - (GM abandoned game)

Yeah, the higher level appeals to me also. I'm pretty sure level 5 is the highest level I've ever played (or GMed) in Pathfinder.

That said, I'm still okay with the lower level of that's what the majority wants. Either way is fine with me.

-Posted with Wayfinder


- INACTIVE - (GM abandoned game)

The other perk if starting at 6 is that I would be past the more awkward stages of my build from a crunch perspective.

-Posted with Wayfinder


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

I'll add my voice for sixth level as well then. As Summer said, PbP can take some time to make a lot of progress, so a jump start will be fun.

Emissary, a warpriest sounds good; I haven't seen one in play yet. If it turns out we need a stronger martial character, you can build one when the warpriest meets his inevitable fate. :)


Female Rakshasa-spawn Tiefling Summoner 6; HP: 48/48 AC: 18 T: 12 FF: 16 ; CMD: 15; F: +6 R:+6 W: +5 (+2 when within Roban's reach); Perception: -2 ; Resist Fire, Cold, Elec. 5; Detect Thoughts 1/1; Summon Monster SLA 9/9; Spells 1st 4/6, 2nd 5/5

Sounds like we have a consensus? Assuming we are starting at 6th what would our starting gold be at 6th level? The norm of 16,000gp?


Female half-elf cleric of Pharasma 6 | NG | Init +1; Senses low-light vision; Perception +7 AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex) hp 53 (5d8+21) Fort +8, Ref +4, Will +9; +2 vs. enchantments

6th level sounds interesting. I never get to play a character that level either.

I can keep making clerics when they die until I get it "right".


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

And if we do start at sixth level, may my wizard have done some crafting (both scrolls and wondrous items) before the start?


It seems we have a consensus on the start now so feel free to bump up your character to lvl 6 and have the average wbl(16k).

Tip Be prepared for anything and everything.(Trust me)
Multiple ways out of a situation is advisable.

Feel free to do some crafting if you have taken the feats.

I assume the first post should be up around Sunday-Monday although it depends on how busy I am this weekend.


Kwin Avassar wrote:

.

Emissary, a warpriest sounds good; I haven't seen one in play yet. If it turns out we need a stronger martial character, you can build one when the warpriest meets his inevitable fate. :)

If that happens I will probably build the toughest mofo I can picture. Like, six layers of protections and restorations. Unkillable will be the game.


I'll multiclass a bit. Thinking arcanist probably.

How do you handle advancing familiars? (I'm referring to the stuff not covered by the rules.)

Also, I'd love to have a spell similar to Naruto's shadow clone jutsu (though obviously fewer clones). Can we work one out?


Female half-elf cleric of Pharasma 6 | NG | Init +1; Senses low-light vision; Perception +7 AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex) hp 53 (5d8+21) Fort +8, Ref +4, Will +9; +2 vs. enchantments

I think I have Estela all set up. I'm open to suggestions on gear. I'm not used to having that much gold to play with on items. I tried to think of everything that could go wrong, and I'm sure I missed several things.


- INACTIVE - (GM abandoned game)

GM Zen Archer gets Point Blank Master at level 3 as a replacement for Still Mind. Old Monk got Still Mind at level 3. Unchained Monk gets it at level 4. At what level does Shon'dar get it?

Zen Archer gets Zen Archery at level 3 as a replacement for Maneuver Training. Old Monk gets Maneuver Training at level 3. Unchained Monk doesn't need Maneuver Training because of full BAB. What feature does Zen Archery replace for Shon'dar? Fast Movement? Ki Strike (Magic)? A smaller Ki Pool?

-Posted with Wayfinder


- INACTIVE - (GM abandoned game)

I may have to make some tweaks based on the GM's response, but I think I've got everything lined up except mundane equipment. I might swap out the cloak of Resistance so as to take full advantage of the efficient quiver.

-Posted with Wayfinder


Are you talking about advancing familiars while you have different classes Triela?

I've never watched Naruto but I'm sure we can come up with something.

Looks good Estela!

I think Zen archery should replace ki strike(magic).


Familiars,
No, the rules for familiars mention certain aspects, such as hp and bab, but they don't say anything about advancing other aspects such as gaining skills or feats, and they don't say that familiars don't advance either. And considering that while familiars share a life force with their master, the familiars are still mentally independant and sentient and capable of learning. Most GMs I know just ban familiar advancement completely save for the explicitly mentioned aspects of the rules, but this results in familiars that are incompetant and worthless and with no skills or abilities different from the master. For example, without familiar advancement, you'd never have a familiar that is good at sneaking around and spying unless the master was good at those things. Despite most GMs not allowing familiar advancement, nothing in the rules prohibits it.

So I was just wondering how you handled that.

Shadow Clone Jutsu. It creates multiple copies (and if I recall correctly it splits "mana" between the copies) of the user, basically allowing the user to be in multiple places at once. Some of the limitations though is that the copies have no special way to communicate, so they must communicate like they are actually different people. If two copies can meet and dispel one copy, then everything that copy learned is then known by the remaining copy.

I don't know whether that knowledge is shared if a copy is destroyed or dispelled without contact to another copy though. I also am not sure if there is one copy that counts as the original, or if the last copy automatically counts as the original.

My initial thought is to keep all stats and resources as a collective pool. Of course, permanent effects of worn magic items continue to function (such as a ring of sustanence), but limited use items such as wands or potions also basically have a common pool, so if one copy uses the wand, all the copy's wands have one less charge, or if an item is sundered, it is sundered for all copies, as though each item is one item that is in multiple places at once. You might reduce all effective caster levels to CL 1 to reduce the power of it (if you feel that is needed). Basically, it allows more action economy resources and allows one to use team tactics and teamwork feats with one's self.


- INACTIVE - (GM abandoned game)

That sounds really powerful. Reminds me of a high level wizard spell... Can't remember what it's called.

Replacing Ki Strike Magic sounds good to me. What about the Point Blank Master question?

-Posted with Wayfinder


I'm sure a few things can be done to reduce the power, for example, requiring a concentration check when taking damage, fail and that clone dispels. Perhaps consuming a spell slot per clone. Treating each clone as a shadow illusion, (might even make the percentage of "realness" dependant on the number if clones, encouraging fewer clones.)

It might be reminding you of a couple spells, one of them makes another autonomous you, but your power isn't split (I don't think anyway), and lasts for quite a while. The other makes a backup body so when you die you transfer to the backup body. I don't remember what they are called though, nor their sl. Either way, not quite what I'm looking for.

Grand Lodge

Male Dwarf Warpriest 6 ; HP: 54/54 C: 28 T: 12 FF: 17 ; CMD: 15; F: +9 R:+4 W: +9 (+4 vs poison, spells & spell-like); Perception: +3 ; Spells 1st 4/5 , 2nd 4/4, Fervor 6/day, 2d6

Baldhus has a profile of his own! I need to fully update to level 6 -I actually have to update it from my notebook to the profile-, but I am almost ready to go!


Female Rakshasa-spawn Tiefling Summoner 6; HP: 48/48 AC: 18 T: 12 FF: 16 ; CMD: 15; F: +6 R:+6 W: +5 (+2 when within Roban's reach); Perception: -2 ; Resist Fire, Cold, Elec. 5; Detect Thoughts 1/1; Summon Monster SLA 9/9; Spells 1st 4/6, 2nd 5/5

Given what I am assured is the dire nature of this dungeon I am probably going to hit the Craft Wonderous Item pretty hard. The biggest item I am thinking of creating is a Figurine of Wonderous Power Bronze Griffon - I figure it can serve the party as extra combatant a flying ferry and gradually be used mainly for transport, etc. I can craft it successfully by taking 10, but just wanted to check nobody found it problematic - it can be used twice a week for 6 hours so Sum would just activate it when we were in big trouble, needed to fly, or maybe just block off a corridor so we can scarper.

@Mottied If it isn't undesirable could you address a rules question for me please? The figurine rules say, "If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time." Where would the statuette end up, I am guessing either back in the person who used its hand, or where it was slain? From searching for the answer I get the vague impression that people seem to think the former, but I cannot find any rules clarification, and with the, lack of, information I have now I'd probably rule the later as a GM.

6th Level Sum is pretty much ready to go, just need the yay or neigh on the Griffon and I'll update her stats.


Familiar advancement is interesting but I'm not sure how many skill points it would have, if it has class skills, etc.

I think that would be a pretty high level spell 4-5 min I think.

I would say 4 since the unchained has it at that level.

The griffon is a-ok although I would assume the statuette would lie where the griffon was slain.


Familiars,
The monster manual should have stats for advancing HD in a creature type (familiars are magical beasts, thus d10, 2 plus int skills, full bab, fort and ref are good saves, I couldn't find the pf specific page online yet so here is the d20 base, http://www.d20srd.org/srd/improvingMonsters.htm).

However, my gms that allowed advancement, just went with class levels as a cohort (though one gm did disallow full and medium casting classes).

Shadow Clone, so it will be awhile before I get it, if the game lasts that long (I hope it does, but only the avalon game has lasted for any decent real life timeframe, and it has been only a couple days in game). The unchained what has what at lvl 4?


Female Rakshasa-spawn Tiefling Summoner 6; HP: 48/48 AC: 18 T: 12 FF: 16 ; CMD: 15; F: +6 R:+6 W: +5 (+2 when within Roban's reach); Perception: -2 ; Resist Fire, Cold, Elec. 5; Detect Thoughts 1/1; Summon Monster SLA 9/9; Spells 1st 4/6, 2nd 5/5

Okay here is 6th level Sum, generally speaking if she retains a first level spell slot and is going to be attacked by something she reasonably feels is a significant threat she will use stone shield to add +4 to her AC and get cover as an immediate action; I mention that because in PBP often I might end up seeing the roll before I make the call.

Sum Stats:
Summer Meritt
Female rakshasa-spawn tiefling summoner 6
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 48 (6d8+12)
Fort +6, Ref +6, Will +5
Defensive Abilities shield ally; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks maker's call 1/day
Spell-Like Abilities (CL 6th; concentration +12)
. . 1/day—detect thoughts (DC 18)
Summoner Spell-Like Abilities (CL 6th; concentration +12)
. . 9/day—summon monster III
Summoner Spells Known (CL 6th; concentration +12)
. . 2nd (5/day)—create pit[APG] (DC 19), haste, invisibility, summon monster II
. . 1st (6/day)—enlarge person (DC 17), grease, mage armor, stone shield[ARG]
. . 0 (at will)—detect magic, guidance, light, mage hand, mending, open/close (DC 16)
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 14, Int 12, Wis 7, Cha 22
Base Atk +4; CMB +3; CMD 15
Feats Augment Summoning, Craft Wondrous Item, Spell Focus (conjuration)
Traits extremely fashionable
Skills Acrobatics -1 (-5 to jump), Bluff +12, Diplomacy +12, Disguise +8, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +7, Sense Motive +0, Spellcraft +9, Use Magic Device +11; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Abyssal, Auran, Common, Draconic, Ignan, Terran
SQ bond senses (6 rounds/day), eidolon (named Roban (Eidolon)), life link, prehensile tail
Combat Gear quick runner's shirt[UE], wand of infernal healing (20 charges); Other Gear darkleaf cloth lamellar (leather) armor[UC], darkwood shield, aegis of recovery[UE], cloak of resistance +2, figurine (bronze griffon), headband of alluring charisma +2, sleeves of many garments[UE], bandolier[UE], masterwork backpack[APG], wrist sheath, spring loaded (2), 463 gp, 12 sp, 7 cp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (6 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Darkvision (60 feet) You can see in the dark (black and white only).
Eidolon Can summon a powerful aspect of an outsider.
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.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster III (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Background:

Born after young maid, Noleane Meritt - of family with a penchant for puns - had an unfortunate accident with her Master's prized collection of antique bottles. Noleane gives a confused account of releasing a genie and wishing her child would be special and being, um, accosted by a tiger-man.

Summer was born with tiger-like traits, but these only accentuated her charm, and even the most hardened mob participants found themselves charmed by the cute little catgirl.

From an early age Summer has been able to summon the genie responsible for her birth, albeit, as he constantly announces, in a greatly reduced form. The mighty Djinn has found himself used as playmate, pack horse, and even child minder over the years, and is glad to be performing a more dignified role now Summer has started her career as an adventurer.

Roban the Genie Eidolon:

Roban (Eidolon)
Male biped
NG Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 24 (+2 Dex, +11 natural, +3 shield)
hp 44 (5d10+10)
Fort +6, Ref +3, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron falchion +12 (2d4+9/18-20) or
. . 2 claws +6 (1d4+3)
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 14, Int 7, Wis 10, Cha 11
Base Atk +5; CMB +11; CMD 23 (can't be tripped)
Feats Improved Natural Armor, Martial Weapon Proficiency (falchion), Power Attack
Skills Acrobatics +10, Heal +6, Intimidate +5, Knowledge (planes) +2, Perception +16, Sense Motive +4, Stealth +10; Racial Modifiers +8 Perception
Languages Common
SQ devotion
Combat Gear healer's kit; Other Gear +1 darkwood heavy wooden shield, mwk cold iron falchion, belt of giant strength +2, bedroll, string or twine[APG], waterskin, weapon cord[APG], whetstone
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
--------------------
A once mighty genie who has somehow found himself tethered to an irksome catgirl due to a wish he granted her mother.

[spoiler=Background]
Born after young maid, Noleane Meritt - of family with a penchant for puns - had an unfortunate accident with her Master's prized collection of antique bottles. Noleane gives a confused account of releasing a genie and wishing her child would be special and being, um, accosted by a tiger-man.

Summer was born with tiger-like traits, but these only accentuated her charm, and even the most hardened mob participants found themselves charmed by the cute little catgirl.

From an early age Summer has been able to summon the genie responsible for her birth, albeit, as he constantly announces, in a greatly reduced form. The mighty Djinn has found himself used as playmate, pack horse, and even child minder over the years, and is glad to be performing a more dignified role now Summer has started her career as an adventurer.


Sure I'll allow scaling familiars with class levels and the unchained talk was towards Shon'dar.

It looks like most have their characters finished.


Female Rakshasa-spawn Tiefling Summoner 6; HP: 48/48 AC: 18 T: 12 FF: 16 ; CMD: 15; F: +6 R:+6 W: +5 (+2 when within Roban's reach); Perception: -2 ; Resist Fire, Cold, Elec. 5; Detect Thoughts 1/1; Summon Monster SLA 9/9; Spells 1st 4/6, 2nd 5/5

I'm pretty uncomfortable with that familiar ruling, if familiars can take class levels can my eidolon - don't actually want this - because he would be terrifying. It seems like there are classes that provide powerful companions, which are, at least in theory, balanced for them.

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