
Aggrammar Deepdelver |

Well Koan, if we didn't want exactly that, why would we be heading to Rappan Athuk? :D
Good Thomas, as for your offer, and from my perspective, I don't feel this would be temporary... Has anyone heard anything from our GM? It would be amazing being able to continue, I admit. But it wouldn't be amazing losing Good Thomas.
Sorek, I can safely say I have joined at least 5 different PbP set in Rappan Athuk and environs - all of them fell through. Maybe it is a curse? :P

Sorek |

Aggrammar maybe there is a curse but you're a cleric. . Talk to your god and do something about it ;p
I've heard nothing from the GM. . I checked his profile. He posted to another game he is running on Saturday but that's it.

Lars the Crusader |

I don't know if I would panic. Some GMs are just slow powers, and sometimes life gets busy. I can wait and see. He had a good pace for a while, he might resume it.
There's a reason you should always have multiple games. Otherwise you'll be too dependent on any one which might go onto life support for a while.

Sorek |

I'm new to the boards and the need to have multiple games has become apparent.
I just had high hopes for this game as we had some good momentum for a while.
I don't mind putting a game on pause. . It's just nice to get a heads up when that's happening.
I will always do that if I'm going on vacation or won't be able to keep up with posting for some reason
-Posted with Wayfinder

Thousand-Faced Koan |

No response from him in our other game either. Welp, how bout we catch up to that Gorrsh guy and teach him a lesson?
Seriously, I'm not the kind of gamer that likes to jeopardize the party, but that guy almost got himself a stabbin'.

Sorek |

Wish we had gone further before he went MIA. . That we we could post in Recruitment trying to get a new GM, but we haven't really gone anywhere yet much less down the well.
-Posted with Wayfinder

Sorek |

Stabbing Gorrsh with all the other guards around?
Why not just poison his beer and watch from the shadows?
Much better chance of escape. . Just ask Aggrammar, some of those guards are pretty incredible grapplers.
-Posted with Wayfinder

Sorek |

Recently spent hours doing research on the setting constructing a character and background only to have the GM dissappear at the end of Recruitment. . This has happened twice in the past month. . Aarrgghh
So still without my rp fix
-Posted with Wayfinder

Aggrammar Deepdelver |

Aggrammar's vote is for a stab - poisoning a beer is a capital sin :D
And yes, I can vouch for the guards - amazingly good for caravan protection. They should be guarding the king IMO...
The fact we haven't gone far might actually make it simpler if we decide to recruit a GM? He can take it any direction he wants? Worth a try? Who is able to put up compelling arguments? :D

Aggrammar Deepdelver |

I've got absolutely nothing against playing another game - Rappan Athuk is like a pet peeve of mine. I've started about 10 different games of it, but never went honestly far...
Maybe the fates believe I am supposed to GM it, instead of playing :D

Sorek |

I'm willing to play anything. I just don't see why any GM would take us on as a group as opposed to just setting up their own recruitment and choosing from a large # of applicants. Even with the fact that we've got a good cast of characters.

brvheart |

I just received a PM that your DM disappeared on you and you are in search of a DM. I am starting up a RA game of my own but can possibly run this instead/also. Give me some time to look it over. I have about 8 years experience running this about four times in each of the three different versions and have 34 years of dming experience. Fair warning though. I run RA absolutely canon! Any questions for me? Sorry I just woke up after my dog kept me up half the night with the storm last night.

brvheart |

Here is my first issue, he was running it in Golarion and I only run RA in its native setting, The Lost Lands. Is that going to be an issue for people? I know about diddly squat about Golarion except the Shackles.

brvheart |

• Arden, God of the Sun (dead, destroyed by Tsathogga) (NG; Air, Good, Sun, War)
• Arn, Lesser God of the Sun (NG; Sun, Healing, Good)
• Bacchus-Dionysus, God of Wine and Madness (CN; Chaos, Animal, Plant)
• Belon the Wise, God of Travel, Wanderer in White (NG; Travel, Magic, Knowledge)
• Bowbe (CN; War, Chaos, Strength, Vengeance)
• Crocutus, Demon Lord of Gnolls (CE; Animal, Chaos, Destruction, Trickery)
• Dame Torren, Goddess of the Four Winds (N; Air, Animal)
• Darach-Albith, High God of Elves ( CG; Plant, Animal, Magic, War)
• Dre’uain the Lame, God of Craft and Smiths (N; Earth, Creation, Fire, Knowledge)
• Dwerfater (LG; Earth, Good, Strength, Creation, Dwarves)
• Freya, Goddess of Love and Fertility (NG; Animal, Good, Healing, War)
• Gromm the Thunderer (CG; War, Air, Water, Destruction)
• Grotaag, God of Orcs (CE; Death, Destruction, War, Evil)
• Hecate, Goddess of Evil Magic (LE; Law, Evil, Magic, Knowledge)
• Hel, Goddess of Death, Lady of Pestilence (NE; Evil, Death, Plant, Animal)
• Horgrim (LE; War, Evil, Law, Magic)
• Jubilex, The Faceless Lord, Demon Prince of Slimes and Oozes)
• Kakobovia, Hobgoblin Demigod of War (LE; War, Death, Evil, Law)
• Kamien, Goddess of Rivers, Streams and Springs (N; Water, Travel)
• Kunulo (NE, Evil, Water, Destruction, Death) –god of pirates and evil sea creatures
• Mirkeer, Goddess of Shadows and the Night (NE; Evil, Shadow, Magic)
• Moccavallo, God of Disguise and Treachery (CN; Chaos, Trickery, Diplomacy)
• Muir, Lady of Justice, Goddess of Virtue and Paladins (LG; Law, Good, Protection, War)
• Note, God of the Harp (NG; Good, Travel, Luck, Protection)
• Oghma, God of Song and Bards (NG; Creation, Good, Travel, Knowledge)
• Orcus, Demon-Lord of the Undead (CE; Chaos, Evil, Death, Destruction)
• Pekko, God of Ale and Spirits (CG; Plants, Chaos, Good)
• Rhiaan, Goddess of the Air and Birds (CN; Air, Animal, Chaos, Travel)
• Riale-Aibaru, Lost Goddess of the Elves (LG; Law, Good, Travel, Magic)
• Sefagreth, God of Commerce, Trade, Cities ( N; Luck, Travel, Diplomacy, Trickery)
• Set, God of Evil and the Night (LE; Law, Evil, Knowledge, Death)
• S’surimiss, The Rat Queen (NE; Animal, Evil, Vermin, Destruction)
• Snuurge, Father of Goblins (NE; Evil, Magic, Trickery, Earth)
• Styrme – mentioned but not detailed in the Appendix
• Surter, God of Fire Giants (LE; Fire, Evil, Destruction, War)
• Telophus, Lord of Crops and the Seasons (LN; Animal, Air, Earth, Plant)
• Thrym, God of the Frost Giants (CE; Chaos, Evil, Cold, Trickery)
• Thursis, God of Battle (NE; War, Death, Destruction, Evil, Magic)
• Thyr the Lawgiver, God of Law and Justice (LG; Good, Healing, Law, Knowledge, Protection)
• Tsathogga, Demon Frog God (CE; Chaos, Evil, Water, Destruction)
• Tykee, Goddess of Luck and Good Fortune (CG; Good, Luck)
• Vanitthu, God of the Steadfast Guard, (LN; Law, Protection, War, Healing)
• Vionir, Goddess of Light (LG; Good, Healing, Sun)
• Yenomesh, God of Glyphs and Writing (N; Protection, Knowledge, Magic)
• Zors, The Fortune’s Fool, Demigod of Luck, The Hanged Man (CN; Chaos, Luck, Trickery)

Aggrammar Deepdelver |

First of all, thank you for even considering it brvheart :D
I have no issue in playing this game as part of the Lost Lands setting - in fact, I am very curious about everything FGG related, and would actually enjoy it.
As for the 'canoness' of RA, wel.... I think the harshness is part of the challenge (and fun), is it not? I mean, hearing about Rappan Athuk, and not shaking in your boots is just... Wrong ;)
If you do decide to pick this one up, do you have any idea if you would like to run it from scratch, or with the characters already created, or..?
For example, I came on board to fill a party slot (and actually almost didn't get to play at all :D), in place of someone who dropped, but I think in the meanwhile we have lost at least one more player (our sorcerer), so some shuffling around might be in order? Dunno, just throwing it out there.

brvheart |

The above list is a partial. Give me some time to look it over, but from the location on the map it looks like I may be able to pick it up from where it is.

Thousand-Faced Koan |

To be completely honest, I had no idea what I was getting into, so Im having doubts regarding Koan's effectiveness (it doesn't help that I was going more for flavor and story by specializing in taking human forms-- something Im now starting to realize may be useless here). If we do pick up where we left off, I may have Koan leave with his sister and introduce a new character if that would be all right with everyone else.

brvheart |

Guys, I am extremely old school so I am concerned that I am not a proper fit here as a DM for your party as your previous GM has created. A more modern GM might provide a better fit.

Sorek |

Let us know what your character creation guidelines are.
I'm pretty sure that the character giving you pause is my psionic path of war monk.
And while I'm very attached to him I'll not let that be a barrier to playing Rappan.
I am willing to magically transform into an Aasimar warpriest sacred fist archetype with some levels of monk master of many styles.
Both of these classes and Archetypes are piazo. . No 3pp
Is this acceptable? Or by Cannon do you mean fighter wizard rogue and cleric no Archetypes?
I think everyone is pretty flexible with their characters as we have not gotten very far with them.
Thanks again for considering us
-Posted with Wayfinder

WabbitHuntr |

This is a copy of his character creation criteria from his Recruitment. . I think we all can find something we want to play with these choices. . Agreed?
1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only. By C) Classes are Core Only, plus Inquisitor, Swashbuckler, Warpriest and Alchemist. I might consider Gunslinger, but the gun powder rules are the simplified rules from Razor Coast and not Ultimate Combat. I might discuss others if they fit an old school theme.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only. Additional Sources: Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest.
E) Races per Core rules only.

brvheart |

Ok, make new characters then for those that need to. The dwarf and warpriest just need some adjustments.

brvheart |

You want to stay at level 3 or start at level 1? I am ok with either.

brvheart |

I may combine the games if we don't have enough players. Don't really want to go over 8 though:)

brvheart |

I only scanned the original GM's character creation rules. Just would prefer they come a little closer to RAW

Good Thomas |

*grin* Thanks! I'd given this game up as dead. Glad to see it alive and kicking.
This might be a good opportunity for us to fill the hole left by Koayi's departure. What do you guys think of my submitting a wizard?

WabbitHuntr |

@Good Thomas Wizard sounds fine to me.
I am re-crunching but will still fill the same role (unarmed warrior)
@GM brvheart
I think this is all legal per your Char creation criteria. However I do not have these reference materials so my character is built from d20pfsrd and that does not tell me where everything comes from. I do know that my Classes and archetypes are Piazo. Not 3pp
Started as a LG Monk and discovered the faith of Tykee, Goddess of Luck and Good Fortune (CG; Good, Luck). Became a Sacred Fist Warpriest of Tykee. Alignment now NG
NG Medium Humanoid Male Human (Dual Talented +2Str & Wis)
Init +6; Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC 15, touch 15, flat-footed 13 (+3 wis,+0 armor, +2 dex)
hp 24 {8+5+5+6Con}
Fort +7, {+5 Base,+2Con}
Ref +5, {+3 Base,+2 Dex}
Will +8,{+5Base,+3 Wis}
CMD 15
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
CMB +5;
Base Atk +1
Melee+5 {+1Base, +4Str }
Ranged+2 {+1Base,+ 2 Dex )
--Melee +5 (1d6+4/x2)
--Flurry +4/+4 (1d6+4/x2)
In Dragon style add +2 dam to first attack
------------------------------
STATISTICS
------------------------------
Str 18, Dex 14, Con 14, Int 10, Wis 17, Cha 8
------------------------
Traits
Fate’s Favored| Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Magical Knack: +2 CL up to character level
---------------
Drawbacks none
----------------
Race Traits
------------------
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
----------------
Lvl1 Feat: Improved Initiative
Lvl1 Monk Master of Many Styles Feats: Improved Unarmed Strike, Pummeling Style
Lvl2 Monk Master of Many Styles Feat : Pummeling Charge
Lvl3 Feat: Dragon Style
Pummeling Style
Prerequisite(s): Improved Unarmed Strike; base attack bonus +6,brawler's flurry class feature, or flurry of blows class feature.
Benefit: As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. You can only use Pummeling Style with unarmed strikes (see errata at right).
Pummeling Charge
Your charge ends with a mighty haymaker.
Prerequisite(s): Improved Unarmed Strike, Pummeling Style; base attack bonus +12, brawler level 8th, or monk level 8th.
Benefit: When using Pummeling Style, you can charge and make aPummeling Style attack at the end of your charge as part of thecharge action.
Normal: Making a Pummeling Style attack is a full-round action.
Dragon Style
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.
Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.
--------------
Skills (10 points)
-----------
Acrobatics*(Dex)____+8{+3rank,+2Dex, +3 Class}
Climb*(Str)____+8{+1rank,+4Str+3class}
Escape Artist*(Dex)____+6{+1rank,+2Dex+3class}
Perception(Wis)____+8{+2rank,+3Wis, +3Class}
Sense Motive(Wis)____+6{+0rank,+4Wis,+2 racial}
Stealth* (Dex)____+6{+1rank,+2Dex,+3Class}
Survival(Wis)____+5{+1rank,+4Wis}
Swim*(Str)____+8{+1rank,+4Str+3Class}
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common
------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Monk (Master of Many Styles)
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fistfeat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path.
This ability replaces a monk’s standard bonus feats.
Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.
This ability replaces flurry of blows.
Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Warpriest (Sacred Fist) lvl 1
Aura (Ex)
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).
Blessings (Su)
A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdommodifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform
Bonus Languages
A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
AC Bonus (Su)
A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex)
At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name.
This ability replaces sacred weapon.
Unarmed Strike
At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike.
This ability replaces focus weapon.
-------------------------------------
------------------------------
Spells
------------------------------
0th (3)
Detect Magic
Read Magic
Create Water
1st (1+1bonus/day)
Divine Favor x2
3+ 1/2 per Warpriest lvl
Good Blessing, Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Luck Blessing, Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, the effect ends
1/6 Combat Feat per level
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0 lb. Medium lb. Heavy lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
To be completed if approved
Relevant Links
Go to Monk Master of Many Styles.
Go to Warpriest..
Go to Sacred Fist archetype.
Go to Pummeling Style..
Go to Pummeling Charge..
Go to Dragon Style..

WabbitHuntr |

Just checking in to review what roles we're lookin to fill
Sorek will remain an unarmed warrior now a Sacred Fist Warpriest
Lars still a Warpriest.
Koan changing to Inquisitor?
Good Thomas changing to Wizard? That's good because we are missing an arcane caster and we were heavy with frontliners and so could afford to lose one.
if Aggrammar changes to dwarf fighter that would leave us needing to recruit a replacement full divine?
-
-
that would give us
3 front-line warriors {lars, sorek, aggrammar)
Inquisitor= divine/skill
1 arcane
we'd be missing a full divine caster and a trap-finder. An Inquisitor gets 6 skills per level. Maybe if he took the trapfinder trait
Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
We'd be heavy with front liners.
No Range
No full Divine
As it stands (and this is just my opinion) we would need to recruit a full divine caster. And I dont know how the Inquisitor will do with traps even with that trait.
-
-
@Aggrammar if you stay with your current Evangelist cleric with the reach weapon that will alleviate the need to recruit a replacement full divine.
But if GM wants to make it a party of 6 or more that changes things