Interest Check: Rappan Athuk


Recruitment

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So I'm going to be buying Rappan Athuk soon. Probably sometime around the end of January to mid-February. When I do, I plan on running it on here as a PbP.

Tentative rules for character creation:


  • 20 point buy.
  • Core races only, but with alternative racial traits in ARG available.
  • Any class.
  • 2 traits.
  • Maximum starting gold for your class.
  • No third-party products.

I may possibly change these later, once I get my hands on the book and get to look things over. If you feel like building a character, you can. But right now I'm just gauging interest in running the world's most dangerous dungeon.


I enjoy a good dungeon crawl and have been interested in Rappan Athuk for a while now. Count me in when the time comes. :-)


While I'm always sad to see no third party stuff, I'd love to take a swing at Rappan Athuk, so I'd be in.


I tend to avoid 3pp unless I actually have it in my possession. I know that pretty much everything is available on d20pfsrd, but it's just a holdover from playing on an actual tabletop and not having a resource like that available. Plus, I don't like reading a bunch of stuff while sitting at my desktop. If I had a tablet or laptop and could sit back in a recliner and read it might be different, but that's not the case right now. It's also harder to vet 3pp stuff due to the sheer volume available.

I know, they're excuses, but they are what they are. At least I'll be up front about it.


I have been wanting to play Rappan Athuk for a very long time, so count me in for this one.

Unruly, does it make any sense to start throwing ideas/crunches around, or will you wait on enough interest to move things forward at a later point?


Well, right now I don't even have the book. I'm going to try and get it ordered next week sometime, though it could be later. I'm going to stick it in my sidecart to go with my subs, so it probably won't ship until late January though hopefully I can get the PDF earlier to skim it somewhat. Then I'm going to want a week or two to really familiarize myself with at least the early bits of the book before I fire up the actual recruitment.

However, if you want to start throwing ideas around, that's perfectly fine. I'm not going to stop you from doing it, and I know some people want to do it in advance. Which is why I put a tentative list of character rules in place. Just know that when I actually do start recruitment those rules may change.

Liberty's Edge

I'm in to play as well if this comes together and there are enough spots left.


Dotting for interest.


Hi Unruly. I would be interested in joining this game. I have had experience in playing Rappan Athuk in the past so do have a passing familiarity, but I have always wanted to run a character through this adventure. I have also run a few campaigns set in the necromancer games setting. But I think I would be impartial enough to not let any knowledge I have impact on the game. In fact, It may assist you in having a character who could add to the flavour of a campaign. I also own the Rappan Athuk pregenerated characters guide. Would it be permissible to use one of the pc's out of here?


Oh, I've heard that Rappan Athuk is a lot of fun and tough as nails. Consider me very interested. Will start thinking up a character.

Sovereign Court

Interested.


I'm interested, and likely will have time around then. Couple questions though, and please note I'm mostly trying to get a baseline for what you're cool with and not cool with, so don't think I'm only thinking about character types that might cause problems ;)

Curious your thoughts on...
gunslingers and firearms in general...
playtest classes...
dump statting...
item crafting wizards, specifically those with the intent of equipping the party for a discount...
item crafting in general in this campaign...

and on that note, what sort of downtime are we looking at? I'm only familiar with the dungeon enough to know it's a dungeon crawl and known to be fairly hard core. So would someone exploring it have any reasonable expectation as to crafting items or using craft alchemy in the campaign?

Some more personal questions, if you don't mind...
Do you have a plan for using maps in the PBP? You mentioned getting the PDF, so hopefully they extract easy.

Do you have an idea on posting expectations? As in, are you looking for people to post multiple times a day, just once, once every few. Do you like an abundance of detail and flowery prose, or would you rather people be more concise?

Also, will this be in Golarion or the Necromancer setting, or something else?


Okay, so I'm going to try to answer the questions to the best of my ability.


  • Gunslingers and firearms - Not a big fan, but as of now I'm not intent on banning them. I've got one in a Wrath of the Righteous game that I'm running, and it doesn't seem too bad. However, he's limited to simple firearms unless he crafts them himself or finds them as loot(so Emerging Guns territory). I'll probably follow this same guideline in Rappan Athuk.

  • Playtest classes - I'd prefer to avoid them until they're released as finalized classes. I have the playtest documents, but from looking over the playtest forums a while back there were changes being made to the classes by the devs without updating the playtest materials. Having to reference a bunch of different posts to get the up-to-date class info isn't something I want to do.

  • Dump stats - Not a fan, but with a 20pt buy I won't begrudge it for most classes. For certain classes, it will be something I take into account when doing character selection. For example, synthesist summoners. They can mechanically dump all their physical stats without much worry in order to produce a mini-god, so someone that does that is less likely to be accepted. If I do a 25pt buy, which I've been kicking around the idea of, I may set a lower bound on stats.

  • Item crafting - Go for it! Simple as that. RA is supposed to be fairly crushing, and I plan on running it in a fairly unforgiving manner, so feel free to try and get the upper hand here.

  • Downtime - Without reading the campaign, I can't say for sure. I don't think there's anything that explicitly stops you from leaving once you enter though, so downtime should be available. I'm just not sure how much of it there will be or how long each break would be.

  • Maps - Yes, so long as I can pull them from the PDF. Probably going to use Google Drawings for them, as it's easily accessible to me at all times.

  • Posting expectations - I like once a day, but I'm also aware that that isn't always possible even for myself. So I'll probably set it at once every three days for a minimum posting amount with a "recommended" post every day, which is what I use in my other game. It works there and doesn't feel too awfully slow because my players have a tendency to post every day or two, so hopefully it will work here.

  • Posting style - Do it however you like. I've found that in the few games I've been in most people lean towards the concise side, which works for me just fine, but if you want to wax poetic about your character feel free to do so.

  • Campaign setting - I don't know. I'm not familiar with the Necromancer setting at all, while I'm familiar enough to get by with Golarion. I may just say it's a self-contained area with Golarion's gods for the sake of ease. Maybe it's a demi-plane that you've come to because of the promise of riches inside the famous dungeon.

Scythemaster - I'll need to look over the RA Pregens to see what, if any, third party stuff they use.

If you guys want to see an example of how I run a game, you can check out my Wrath of the Righteous game. It's my first run at PbP GMing, and it's got a lot of the same ideas and rulings as I'm saying here. It's still only in book one of the AP, but there's over 1000 posts to comb through if you want to get an idea of my GMing style.


Not a problem. As far as I can tell, the pre gens are all the pcs that were made available when the adventure was first released by reprimanded games, but with updated rules to pathfinder. They also give two levels of character....1st and 6th from what I recall. On a side note, I don't recall there being much opportunity for down time within the dungeon. It's truly huge and incredibly deadly. It doesn't give a party much time or areas for rest.


ScytheMaster wrote:

It doesn't give a party much time or areas for rest.

If it doesn't lock you into the dungeon then you can always backtrack and make your way back to town though. Of course, this provides opportunities for traps to be reset, wandering monsters to repopulate cleared areas, etc. But if you've been through an area once before, it should be easier the second time around...

Shouldn't it?


DOt


You are probably right on that thought.....probably. All I would say is that the deeper you go, the more difficult it is to get out. Although there are short cuts,such as...the well. But I'd rather try and forget the well.


There is a fair bit of background material in the new pathfinder version of rappan athuk, that details the wilderness area in the country around the site. Not sure if you would be using this or not. A really good thing to grab, if you get the chance, is the players guide to rappan athuk. This details the nearby town of Zelkors Ferry and the characters that dwell within. What was really clever about the reprimanded games products was the way they linked products. There are many references to other adventures, such as the Tomb of Abysthor, the Crucible of Freya and last but not least, Slumbering Tsar (to name a few).


Is spell check changing necromancer to reprimanded on you scythemaster?


The well is one of the things that I really want to see. I've seen and heard references to it for years now without knowing exactly what it was. I assume that it's just a well that's easily accessible early on that drops you into some high-level area, but that seems too obvious. I'm hoping to be surprised by it being something different.


Grimmy wrote:
Is spell check changing necromancer to reprimanded on you scythemaster?

Oops....well spotted Grimmy


This is the introduction for the players, which mentions the Well...

Spoiler:
Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demon- god fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil. The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men. Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum. For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”


RA is fantastic. I'm currently running it on the boards.

The surrounding territory is a blast and can be a complete adventure in itself. Be afraid, it is a killer dungeon. Remember there are times when you should run.

spoiler:

I ran my home group down the Well during a one shot game - TPK. I even fudged some dice a few times to keep them alive.

Sovereign Court

I'm interested in it as well.


baldwin the merciful wrote:

RA is fantastic. I'm currently running it on the boards.

The surrounding territory is a blast and can be a complete adventure in itself. Be afraid, it is a killer dungeon. Remember there are times when you should run.

** spoiler omitted **

Baldwin has it right. Couldn't have put it better!


Unruly, awesome, thanks for taking the time to answer. Sounds very much like a game I'd like to be part of, so when you get an official recruitment thread up I'll likely be putting up an application.

One last question, kinda surprised I didn't think of it earlier. Do you plan on having alignment restrictions? I ask being that I generally like to play darker characters, though I like to think I do a decent job of not being disruptive and making them able to work well with others. On the other hand though I made a particularly good natured halfling archaeologist for a Night Below campaign a while back, and I'd be happy to submit her if you're looking for the more heroic type.


I like where Fraust is going with that idea. I was thinking of a human archaeologist. Someone with a keen interest in the site and its history. A bit of an armchair adventurer.


I have two concepts that I think I want to pit against Rappan Athuk. Both revolve around roguish roles.

The first one is deeply dedicated to scouting and intelligence gathering - from what I have heard and read about RA, this may be an invaluable resource, and perhaps the best kind of scenario where a character almost exclusively dedicated to such tasks could succeed - long story short it revolves around a seeker crossblooded umbral sage sorcerer.

The second one is more traditional rogue/wizard role drifting into Arcane Trickster - I think I have finally arrived at a balance which I am satisfied with - he would not be as uncannily capable at scouting and intelligence gathering as the previous option, but would add much more punch and damage as far as combat goes.

Mulling it all over in my head :D


Rubin the Red:

Rubin (Half-Elf Weapon Master Rogue)
Male Half-Elf Fighter (Weapon Master) 3/Rogue 3
CG Medium Humanoid (elf, human)
Init +6; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+4 armor, +4 Dex, +1 deflection, +1 dodge)
hp 49 (3d10+3d8+12)
Fort +7, Ref +10 (+1 bonus vs. traps), Will +4; +2 vs. enchantments, +1 bonus vs. effects targetting a Shortsword held by you
Defensive Abilities evasion, trap sense; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Shortsword +10 (1d6+5/19-20/x2)
and +1 Shortsword +10 (1d6+5/19-20/x2)
Ranged Masterwork Light crossbow +10 (1d8/19-20/x2)
Special Attacks sneak attack +2d6
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 14, Int 12, Wis 13, Cha 8
Base Atk +5; CMB +8; CMD 24 (25 vs. Disarm, 25 vs. Sunder)
Feats Dodge, Double Slice, Skill Focus (Acrobatics), Two-weapon Fighting, Weapon Finesse, Weapon Focus (Shortsword)
Traits Deft Dodger, Elven Reflexes
Skills Acrobatics +12, Appraise +5, Bluff +4, Climb +10, Diplomacy +3, Disable Device +14, Disguise +3, Escape Artist +8, Intimidate +3, Knowledge (dungeoneering) +6, Knowledge (local) +10, Perception +12 (+13 to locate traps), Sense Motive +6, Sleight of Hand +8, Stealth +12, Swim +8, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Catfolk, Common, Elven
SQ elf blood, rogue talents (trap spotter), trapfinding +1, weapon guard +1: shortsword
Combat Gear Oil of magic weapon (3), Potion of blur, Potion of cure moderate wounds (2), Potion of darkvision, Potion of restoration, lesser (2), Acid (3), Alchemist's fire (2), Antiplague, Antitoxin, Caltrops (2), Smokestick (3), Tanglefoot bag (2); Other Gear +1 Studded leather armor, +1 Shortsword, +1 Shortsword, Crossbow bolts (20), Masterwork Light crossbow, Belt of incredible dexterity +2, Cloak of resistance +1, Ring of protection +1, Backpack, masterwork (19 @ 23.5 lbs), Flint and steel, Thieves' tools, masterwork, Torch (3), Trail rations (3), 433 GP
--------------------
TRACKED RESOURCES
--------------------
Acid - 0/3
Alchemist's fire - 0/2
Antiplague - 0/1
Antitoxin - 0/1
Crossbow bolts - 0/20
Oil of magic weapon - 0/3
Potion of blur - 0/1
Potion of cure moderate wounds - 0/2
Potion of darkvision - 0/1
Potion of restoration, lesser - 0/2
Smokestick - 0/3
Tanglefoot bag - 0/2
Torch - 0/3
Trail rations - 0/3
--------------------

Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Guard +1: Shortsword (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Shortsword (Ex) +1 to hit and damage with your chosen weapon.

Friar Tubble:

Friar Tubble
Male Human Cleric 4/Monk 2
LG Medium Humanoid (human)
Hero Points 3
Init +2; Senses Perception +12
--------------------
Defense
--------------------
AC 20, touch 18, flat-footed 17 (+1 armor, +2 Dex, +1 natural, +1 deflection, +1 dodge)
hp 45 (6d8+12)
Fort +10, Ref +8, Will +12
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Quarterstaff +8 (1d6+4/x2) and
. . Unarmed strike +6 (1d6+2/x2)
Ranged Sling +6 (1d4+2/x2)
Special Attacks agile feet (7/day), flurry of blows +0/+0
Spell-Like Abilities
. . 7 rounds/day—Speak with Animals (7 rounds/day)
Cleric Spells Prepared (CL 4):
2 (3/day) Restoration, Lesser, Bull's Strength, Grace, Hold Animal (DC 16)
1 (4/day) Sanctuary (DC 15), Bless, Magic Stone, Obscuring Mist, Calm Animals (DC 15)
0 (at will) Stabilize, Purify Food and Drink (DC 14), Create Water, Read Magic
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 18, Cha 12
Base Atk +4; CMB +6; CMD 24
Feats Blind-Fight, Combat Reflexes (3 AoO/round), Deflect Arrows (1/day), Dodge, Improved Unarmed Strike, Scribe Scroll, Stunning Fist (3/day) (DC 17), Weapon Focus (Quarterstaff)
Traits Deft Dodger, Ease of Faith
Skills Acrobatics +6 (+10 jump), Climb +6, Diplomacy +8, Heal +10, Knowledge (history) +4, Knowledge (nature) +6, Knowledge (planes) +4, Knowledge (religion) +8, Perception +12, Sense Motive +8, Stealth +6, Swim +6
Languages Common
SQ ac bonus +4, animal companion link, aura, cleric channel positive energy 2d6 (4/day) (dc 13), domains (animal, travel), hero points, share spells with companion, spontaneous casting, stunning fist (stun), unarmed strike (1d6)
Combat Gear Potion of Cure Light Wounds, Scroll of Bless (3), Scroll of Divine Favor (3), Scroll of Obscuring Mist (3), Scroll of Restoration, Lesser (3), Wand of cure light wounds, Antiplague, Antitoxin, Healer's kit, Holy water (3), Sunrod (3); Other Gear +1 Quarterstaff, Sling, Sling bullets (10), Amulet of natural armor +1, Bracers of armor +1, Cloak of resistance +1, Headband of inspired wisdom +2, Ring of protection +1, Ale (per gallon), Backpack, masterwork (10 @ 12 lbs), Belt pouch (2 @ 3.68 lbs), Bread, Cheese, Falconry gauntlet, Holy symbol, wooden (Freya), Ink, black, Parchment (5), Scroll case (12 @ 0 lbs), Stretcher, Tindertwig (3), Wine, common (per pitcher), 184 GP
--------------------

Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric Channel Positive Energy 2d6 (4/day) (DC 13) (Su)
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deflect Arrows (1/day) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (7 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stunning Fist (3/day) (DC 17) You can stun an opponent with an unarmed attack.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

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

Falcor
Male Hawk
N Small Animal
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 15 (+5)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 10 ft., flight (80 feet, average)
Melee Bite +2 (1d4/x2) and
. . Talon x2 +2 x2 (1d4/x2)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Toughness
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Guard [Trick], Seek [Trick], Stay [Trick]
Skills Acrobatics +2 (-6 jump), Fly +8, Perception +6, Stealth +6
Languages none

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

Friar Tubble Backstory:

--------------------
Friar Tubble grew up in a well-to-do family in Reme. Always over-weight he was overshadowed by his brothers in his fathers eyes. When he failed to shape up it was decided he would become a member of the clergy. Finding the temple of Mitra stuffy and boring, he was delighted when he stumbled upon a derelict shrine to Freya in the old-temple district of Bard's Gate. There he met a mysterious priestess of the fertility goddess who brought him to a woodland retreat where he was placed in charge of brewing honey-mead.
As time passed Father Tubble has inadvertently fulfilled more of his fathers expectations of him then anyone ever anticipated, least of all himself. Under the warrior priestesses of Freya he has achieved considerable martial prowess despite his rotund figure. He finds himself repeating his fathers favorite sayings, which seem as stuffy and conservative to the maidens of Freya as they did to him when he was a boy. Irritated at there mirthful and dismissive giggling, he has set out on his own to combat the forces of chaos and evil that his father and brothers always warned about.
Despite having taken on his fathers characteristic orderliness and sense of duty, Friar Tubble retains his bawdy sense of humor and his love of wine and mead. He is fond of playing cupid, and making lewd remarks to women.


We're starting at level 6? :D


I don't have a problem with evil characters by default, I just tend to have a problem with the way that so many people tend to play them. They either play them as Chaotic Stupid, Stupid Evil, or Ax-Crazy. If you're wanting to play an evil character, I'd prefer it to fall under the Pragmatic Villany or Affably Evil tropes instead.

I don't want you trying to backstab the other party members all the time, torturing townsfolk, etc. Stealing a piece of loot here and there? Sure, so long as it isn't anything major that would lead to PvP. If you want to play evil, set a goal and work towards it with the mantra of "if it's good for the group, it's probably good for me too."

Also, we'll likely be starting at level 1.


Oh, level 1? That's a suicide run count me out!

;D


I tend to agree. Starting Rappan at Lv 1 is suicide. Characters wouldn't get past the first encounter. However, you may have a plan in mind so if that's the case I would be ok with resetting either character to Lv 1

PHELPS
CR 5 XP 1,600
Male human rogue 6 CN
Medium humanoid (human)

Spoiler:

Init +3;
Perception +12
AC 18, touch 15, flat-footed 14 (+3 armor, +1 deflection, +3 Dex, +1 dodge) hp 45 (6d8+12)
Fort +5; Ref +9 (+11 vs. traps); Will +6
Defensive Abilities evasion, rogue talent (resiliency), trap sense +2, uncanny dodge
Speed 30 ft.
Melee +1 Scimitar +9 (1d6+1/18–20)
Ranged +1 Light crossbow +8 (1d8+1/19-20x2)
Special Attacks sneak attack +3d6
Str 11, Dex 17, Con 14, Int 14, Wis 16, Cha 12
Base Atk +4; CMB +4; CMD 19
Feats
Dodge, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (scimitar)

Skills
Acrobatics +12, Appraise +6, Bluff +10, Climb +9, Diplomacy +5, Disable Device +13, Disguise +7, Escape Artist +12, Knowledge (local) +11, Linguistics +7, Perception +12 (+15 locate traps), Sense Motive +9, Sleight of Hand +12, Stealth +17, Swim +5, Use Magic Device +10

Languages Common, Draconic, Elven, Halfling, Undercommon

SQ rogue talent (trap spotter), rogue talent (weapon training), trapfinding +3

Gear
+1 glamered leather shadow armor, +1 Scimitar, +1 Light crossbow, with 25 bolts, ring of protection +1, cloak of resistance +1, backpack, flint and steel, grappling hook, hammer, 6 pitons, 50 ft. silk rope, sack, masterwork thieves’ tools

Evasion (Ex) If I succeed at a Reflex save for half damage, I take none instead.
Resiliency (Ex) 1/day at 0 HP, gain 6 temporary HP.

Trap Sense (Ex) +2 bonus on Reflex saves and AC against traps.

Trap Spotter (Ex) Whenever I come within 10 ft. of a trap, the GM secretly rolls for me to find it.

Trapfinding +3 to find and disable traps.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat- footed.

Background: Slender and nimble, Phelps is a jack-of-all-trades. He was born a street urchin and during his youth learned to live through hard experience. Desiring to escape his gutter life, he indentured himself to Grenish, a rich merchant where he learned the customs that accompany wealth. He now moves comfortably in either world—the alleyway or the noble’s court. Phelps holds down a quite prestigeous position in Reme's main library, where he acts as a proffesor of antiquities. Certain “unfortunate situations” which he is reluctant to discuss in detail have now made him desperate to leave Reme. When he heard about this expedition, he decided that maybe a little adventuring “vacation” from Reme was exactly what he was looking for. Besides, Grenish would never bother sending assassins into the wilderness over a few little gems…or so he hopes.

KREL
CR 5 XP 1,600
Male half-orc barbarian 6 N

Spoiler:

medium humanoid (orc)
Init +2;
Senses darkvision 60 ft.;
Perception +7
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 83 (6d12+24 plus 6)
Fort +11; Ref +6 (+8 vs. traps); Will +4
Defensive Abilities improved uncanny dodge, orc ferocity, trap sense +2 Speed 40 ft.
Melee mwk greatclub +12/+7 (1d10+7) or mwk greataxe +12/+7 (1d12+7/x3) or mwk longspear +12/+7 (1d8+7/x3)
Special Attacks rage 24 rounds/day, rage powers (renewed vigor [1d8+7 hp], roused anger, strength surge +6)
Str 20, Dex 14, Con 18, Int 6, Wis 11, Cha 10
Base Atk +6; CMB +11; CMD 23
Feats Extra Rage, Power Attack, Toughness
Skills Acrobatics +5, Climb +8, Escape Artist +1, Handle Animal +4, Intimidate +6, Knowledge (nature) +2, Perception +7, Survival +5, Swim +4 Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
Combat Gear 3 potions of cure moderate wounds, 2 potions of cure serious wounds, 5 potions of protection from evil, potion of water breathing; Other Gear +1 chain shirt, masterwork greatsword, masterwork greatclub, masterwork longspear, amulet of natural armor +1, cloak of resistance +2, backpack, bedroll
Fast Movement (Ex) +10 feet to speed, unless heavily loaded.

The unwanted progeny from an orc raid on his village in the frozen north, he was despised by his father, who showed mercy on him at his mother’s request by selling him into slavery rather than killing him at birth. For the last ten years he has served as a galley slave and rowed, chained to an oar, on various ships as they sailed the length and breadth of the known world. For all of his life as a slave he suffered cruel beatings for being a half-breed and he learned to hate that part of himself—the part he feels is responsible for his miserable lot in life. Yet, even as he learned to despise his orc half, he found that it gave him strength and an animal rage that he has slowly learned to control. On his most recent voyage, the ship’s captain released him from his chains and made him a member of the crew after he aided the ship in repelling a pirate attack. At landfall in Reme, the captain made him a free man. With but a few coins to his name, a chainmail shirt given to him by the captain and the greataxe he liberated from a dead pirate, he sought out a tavern as far from the docks as possible—desiring to make a new life for himself. He made his way to the Starving Stirge where he learned of an expedition leaving soon on a quest of adventure and danger. Krell signed on straight away.


1st is fine with me (trusting the GM to not purposely kill us all ;) ) though the prospect of starting higher than 1 has appeal.


Like I said, guys, I haven't gotten my hands on the book yet so I'm throwing out tentative things. Once I can actually take a look and see what's going on, then I'll be able to actually start working on the real creation parameters.

This thread is just an interest check after all.


Of course, Unruly. Once you get the book you'll see what we're getting at. Throughout it's history in 3.x Rappan Athuk has always been at least a level 6+ affair. Entering the dungeon before that would be just insane, if you could even reach it, the wilderness around is similarly lethal.

The new pathfinder hardcover has inserted a "kiddy pool" area off in one corner of the map, with a tiny settlement and a dungeon suitable for low level parties. This low-level material sets the tone for the lethality of the campaign.

My group played through the "kiddy pool" area for a couple levels, then we left and did some other modules before we came back to do Rappan Athuk proper around 6th-7th level. We only got through 2 levels before we tried the well and tpk'd. Don't go down the well.

So as far as interest check, if you decide to start at 6th like the pregens Scythemaster posted, count me in, as long as you don't mind that I have knowledge of a couple levels of the dungeon already. I would be careful not to metagame.

If you are intent on starting at first, the low level material in the book is cool, but a more fleshed out lead-in to Rappan Athuk would be the recently reprinted Crucible of Freya and Tomb of Abysthor, I am already too familiar with those to be a player in that campaign.


The only thing I know about Rappan Athuk is that it's super lethal. Still, as long as we have a fair shot at staying alive, I'm fine with starting at whatever level. :-)


I have been a long time follower of Necromancer Games before they became Frog God and they have a great community.


Very interested. I'm thinking of submitting a bard archetype, probably an arcane duelist.


You all should be pleased to know that I've put in my order for Rappan Athuk today. I decided to divert some Christmas gift money I received to it and buy it a little earlier than initially planned. I've got the PDF, but as of right now the physical copy is sitting in my sidecart waiting to come with my next subscription shipment. Which, if the subscriptions page is to be believed, won't be until late February. Though I think it's just messed up because of the December shipments being late. We'll see come January when Sara Marie posts the January new releases.

I'm going to start skimming over the PDF and working on how I want to do character creation and other things. But I won't actually make the recruitment thread until I get the physical copy of the book. Then I can actually curl up with it and really start to get a good feel for it.


Congrats on your purchase, Unruly!


I promise you, you will love it! Hope to play in this eventually.


I've spent about two hours now skimming through the first part of the book, and I've got to say that I completely understand why you guys say starting at level 1 is a suicide mission.

I mean, wow. Just wow. I knew this was going to be a killer, but holy crap! Some of the encounters look easy, but then one that happens right after that might have a CR that's 5+ higher. I also now know the reason "Don't go down the well" is so pervasive.

I have to say, I really can't wait now. Rappan Athuk is seriously looking like a dream come true. I don't usually try to be a killer DM, I'm usually the exact opposite and too lenient, but this is just so deliciously evil that it's hard to resist. It makes me giddy just thinking about all the ways that PCs can, and will, die.


I have a stack of six characters ready lol.


I new you would like it. In fact, I have had a look at it again myself and if I am selected I would like to play one of the pre gens from the Pathfinder version, if that's ok?


An all pre-gen party would be awesome in it's own way, I would sign on for that in a heartbeat. They look like 15 pt buys though Scythemaster, keep that in mind if you use one in a mixed party where everyone else is 20pt. Also, no traits.


Grimmy wrote:
An all pre-gen party would be awesome in it's own way, I would sign on for that in a heartbeat. They look like 15 pt buys though Scythemaster, keep that in mind if you use one in a mixed party where everyone else is 20pt. Also, no traits.

You must be thinking of the regular Pathfinder pregens. The Rappan Athuk-specific pregens are way stronger. Well, most of them anyway.

I actually picked up a copy of the pregens while I was at it, as well as the player's guide(which I did read almost fully, and it is awesome).

Looking at the pregens makes me think that FGG rolled the characters. Most of them are sitting pretty with stats that equal out to a 35+ point buy, while others are sitting at 25 or less(The sorcerer and bard, namely). It seems kinda swingy, but it also tells me that a high point buy probably isn't going to be all that much help. I think I could safely say 35-40 points at character creation and still come away with a pile of corpses within a week.

But, because of how high some of the characters' stats are, I'm going to have to wait until I decide exactly what point buy I give for character creation before I say yes to the pregens.

EDIT: Giving an example of the high-stat pregens here, take a look at Drinnin, the human monk's scores -
Str 18, Dex 16, Con 15, Int 11, Wis 16, Cha 9

And then there's Galdar, the human cleric -
Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 12

And, last example, Helman, the halfling rogue -
Str 14, Dex 20, Con 13, Int 14, Wis 13, Cha 14

That's at level 1, no items boosting them.


Huh, I must have misremembered, or maybe my group came to that conclusion after looking at certain characters.

Edit: The first one listed, Sinnoth the human fighter, is exactly 15 pt buy. Maybe we checked him first.
Str 17 Dex 14 Con 14 Int 10 Wis 12 Cha 7


Ah-ha! I see the confusion!

There are pregens listed in Rappan Athuk itself, and then there's the separate book of pregens that you can buy separately. I was looking at the book you can buy separately and not the ones included in the campaign.

The pregens in the regular campaign book definitely look like they're 15 points or so. The ones in the pregens book are much higher. The extra book also doesn't contain the regular campaign pregens, and I hadn't gotten far enough into the campaign book to see the ones included inside. I guess it pays to do more than skim the ToC.

Sovereign Court

Unruly wrote:


And, last example, Helman, the halfling rogue -
Str 14, Dex 20, Con 13, Int 14, Wis 13, Cha 14

That's at level 1, no items boosting them.

Holy moly that is a 40 point buy right there...

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