Cult of Unraveling (Inactive)

Game Master Matt Adams 259

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According to legend, the multiverse was brought into being from the ever-shifting mass of form that is Limbo. It is still connected to everything. Land, people, magic, even the material of souls is comprised of intricately woven tendrils of the Great Material. That same legend also states that at the end of everything, Limbo will absorb all of its material back into itself so that the multiverse can be created anew.

However, there is a group of people who have come to believe that this version of the multiverse is a failed symphony of concepts that should be aborted. They seek to unravel the Great Material that holds the everything together, and in the process, create a new and perfect everything. They call themselves the Cult of Unwinding.

Become part of a group of heroes that battles all manner of threats across the multiverse to uncover and stop the Cult of Winding from carrying out the premature death of everything.

This is a homebrew game that I’ve been working on for a while. I hope the blurb gets at least some people interested. I’m looking for a group of four or five to run through this high fantasy adventure. You will be challenged by an assortment of threats though most will be of the Chaotic, and or Evil, variety. The adventure will start at level one, and if it reaches its grand finale, will end at 20/10.

Here are the character creation rules.
-Roll 5d6 and drop the 2 lowest for your stats. If on the off chance that you don’t roll well or otherwise don’t like your stats, you can default to a 25pt buy.
-All of Paizo races are available as are all of Paizo’s classes.
-All alignments are allowed, but any evil character must be of the “play nice” variety. You’re trying to have your life erased from existence after all.
-2 traits; No campaign traits.
-I’m going to use the background skills system
-Max starting wealth for your class

I hope for a good number of applicants who are excited and ready to play.

Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I take it that with the scope of things and you saying it will end at 20/10 this game will go Mythic at some stage? Either way I am interested.

Question, you're saying Multiverse, do you have a particular world/plane we are all from or is the multiverse an all encompassing thing that might include established settings like the Inner Sea, Greyhawk and Eberron etc? If we are from a world is it the almost default fantasy Europe style world? How prevalent are firearms in the setting? Will the technology guide see use?

5d6 ⇒ (2, 4, 1, 3, 5) = 15
5d6 ⇒ (1, 3, 3, 6, 3) = 16
5d6 ⇒ (3, 6, 3, 4, 1) = 17
5d6 ⇒ (3, 5, 1, 5, 6) = 20
5d6 ⇒ (2, 1, 6, 1, 4) = 14
5d6 ⇒ (5, 6, 4, 4, 5) = 24
12, 12, 13, 16, 12, 16
Certainly quite viable.

I plan on going mythic at some point, yes. Though, the way I run mythic rules is that: when the group levels, the GM decides if they will level up as normal or if a mythic rank will be taken instead of the normal level up.

As I see it, if the Material Plane is one universe, each of the other planes, Inner, Outer, Whatever, is a separate universe just as expansive. The multiverse is the collection of all these universes taken together. I'm going to be using Inner Sea stuff as much as possible because I don't have a lot of map making talent, but other settings could make an appearance, particularly Spell Jammer maps and stuff. The legend about everything coming from Limbo and eventually rejoining Limbo I took from something else...Maybe Greyhawk, I forget.

Golarion is going to be the default setting, because without a developed world to give players, I can't really expect them to get invested, so guns and stuff while not common, aren't unheard of either. Technology guide will probably not see use as I don't plan on taking the group to Numeria. Players would be from the standard Golarion material plane.

Is there a specific place in Golarion we should be writing our backstories to end up meeting in? Or perhaps we belong to a specific group? Basically, where do we start?

5d6 ⇒ (5, 1, 6, 2, 5) = 19 16
5d6 ⇒ (3, 4, 1, 4, 6) = 18 14
5d6 ⇒ (5, 6, 1, 2, 2) = 16 13
5d6 ⇒ (5, 5, 5, 1, 5) = 21 15
5d6 ⇒ (6, 4, 4, 4, 1) = 19 14
5d6 ⇒ (4, 5, 1, 1, 4) = 15 13

Captain Somewhat-Above-Average reporting for duty!

How would you feel about an elf from the First World? Possibly with a custom-made Eldest thrown in? :) I'm currently thinking an elf whose parents were convinced that they would be a great wizard, who never developed a lick of magical talent, despite bonding a familiar.

The aim would be to build a Two-Weapon Warrior/Eldritch Guardian fighter or an Inspired Blade swashbuckler.

If you're allowing the above 10RP races, would either a Gathlain or a Lashunta be allowed? I'm really digging the First World and the Fey races right now. :)

Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Perfect, I've got an idea that I've started working on but I'll run it by you now because it's weird but this is the kind of campaign where it could work. I'm working on a p/shabti/ Shabti Paladin. My idea is that one of the members of the Cult made a Shabti to suffer their expected afterlife for them, as part of their presonal Journey to Lichedom.

So for this guy as well as the grand ideals there'd be a personal edge and could have a terrifying Liche Boss way later. I'm thinking they were either an Evil Cleric or Magus most likely but I'm flexible on that. I've just got the idea of this guy being patient in hunting his creator and one who probably made him suffer for a long time. If being aligned to a deity if required for a Paladin (varies from setting to setting and I always get mixed up with Gollarion) I was thinking Saranrae, Ragathiel or Iomedae (formerly Aroden before he died, possibly still Aroden as Iomedae does still help some of the hardliners out).

More than a bit weird, it wouldn't work in most campaigns but this might be one where it could if you are alright with the general idea?

I would submit either a:

Human Bard (Arcane Healer – Soundstriker) OR
Human Sorcerer (Enchantment Specialty) 1 intending to go Wizard.

Any preference DM?

You will starting the adventure in Cheliax. You are know of each other as citizens of a small town called Mulberry End, and despite your talent and training, you have so far been unable to escape the small town life working in various trades. That all changes when one of Cheliax's slaver bands rolls through town. Maybe one of the players could get introduced as one of the slaves?

Not sure what you mean by a custom made Eldest, but I like the idea for your character, Nikolaus.

Keven: I like your idea. I think this could definitely be the campaign for it.

Matt Adams 259 wrote:

Not sure what you mean by a custom made Eldest, but I like the idea for your character, Nikolaus.

Keven: I like your idea. I think this could definitely be the campaign for it.

It would involve having the character worship an Eldest who isn't one of the ones already written into Paizo material.

I edited my post above but reposting here - since you seem happy to have Shabti, would it be permissable to have either a Lashunta or a Gathlain? I'm really into the First World right now and a homebrew campaign seems like the place to make this work! The idea of being a chelaxian slave at the start could work well with this. :)

Count Rannic (the Traitor) is one of the Eldest who might well approve of the Cult of Unending, that's something that could be woven in perhaps?

Sounds pretty awesome-the Cult of Unraveling sounds pretty Lovecraftian, to be honest. I do love me some Lovecraft.

5d6 ⇒ (1, 3, 1, 2, 3) = 10 8
5d6 ⇒ (3, 6, 6, 6, 1) = 22 18
5d6 ⇒ (4, 5, 6, 3, 1) = 19 15
5d6 ⇒ (4, 1, 5, 2, 4) = 16 13
5d6 ⇒ (3, 5, 3, 4, 4) = 19 13
5d6 ⇒ (3, 4, 1, 3, 5) = 16 12

Not bad, actually. I'll stick with this set and brainstorm today at work.

Seems interesting. I'll roll, see what comes up.

5d6 ⇒ (4, 4, 6, 1, 4) = 19 14

5d6 ⇒ (6, 2, 3, 4, 1) = 16 13

5d6 ⇒ (3, 1, 1, 1, 1) = 7 5

5d6 ⇒ (3, 1, 4, 2, 1) = 11 9

5d6 ⇒ (2, 1, 3, 2, 4) = 12 9

5d6 ⇒ (3, 6, 2, 5, 1) = 17 14

Wow that was truly awful. I think that's less than a 5 point buy (the calculator I use doesn't let me put stats below a 7)

25 point buy it is then, unless I can re roll.

Nikolaus: Ah. Okay. A custom Eldest is just fine, and I looked up Count Ranalc, I could definitely fit him into the campaign. (Maybe not physically, but his presence would could be there in part.) And I would be okay with either of those races joining up.

Shadow-I like either of those concepts just keep in mind that we seem to have two frontliners interested all ready. Paladin and Fighter.

A doomsday cult, a lich, an exiled fey-god, throw in some daemons. I like the ideas I'm getting just from the recruitment thread. I have the outline finished, but the actual events are very much ready to be worked around the party.

Michael-Yeah, go with the 25pt buy.

This looks interesting. Let's see what I get.

5d6 ⇒ (5, 3, 5, 5, 2) = 20 15
5d6 ⇒ (6, 6, 2, 5, 2) = 21 17
5d6 ⇒ (3, 1, 5, 3, 6) = 18 14
5d6 ⇒ (2, 6, 3, 1, 1) = 13 11
5d6 ⇒ (3, 4, 5, 5, 6) = 23 16
5d6 ⇒ (6, 6, 5, 1, 1) = 19 17

Wow... I'll definitely need to come up with something. Feeling an archer of some sort. Maybe eldrich archer

Dice: 5d6 ⇒ (4, 5, 1, 4, 2) = 16
Dice: 5d6 ⇒ (1, 6, 5, 2, 5) = 19
Dice: 5d6 ⇒ (3, 3, 4, 5, 1) = 16
Dice: 5d6 ⇒ (5, 3, 2, 4, 5) = 19
Dice: 5d6 ⇒ (5, 6, 2, 3, 4) = 20
Dice: 5d6 ⇒ (5, 4, 3, 4, 4) = 20

13, 16, 12, 14, 15, 13. How do you feel about Unchained?

Cool concept..let's see what the Masters of limbo have in store. ..

5d6 ⇒ (4, 5, 5, 1, 3) = 18 =14
5d6 ⇒ (5, 3, 5, 6, 4) = 23 =16
5d6 ⇒ (6, 3, 4, 1, 6) = 20 = 16
5d6 ⇒ (3, 3, 6, 1, 4) = 17 =13
5d6 ⇒ (2, 6, 3, 1, 3) = 15 =12
5d6 ⇒ (4, 1, 1, 1, 2) = 9 = 7

Huh, 26 point buy with that darn 7...time to think

Hmm... interesting!

5d6 ⇒ (6, 2, 6, 2, 5) = 21=17
5d6 ⇒ (2, 5, 6, 4, 1) = 18=15
5d6 ⇒ (4, 5, 1, 5, 2) = 17=14
5d6 ⇒ (6, 6, 4, 2, 1) = 19=16
5d6 ⇒ (3, 3, 2, 1, 1) = 10=8
5d6 ⇒ (4, 2, 3, 1, 4) = 14=11

That's actually quite acceptable. I think I can work with this. Be back with a character concept in due course.

I'm going to build a kineticist. Should be interesting.


Can I play a tiefling, and can I try rolling on variant heritage abilities?

I love to roll.
5d6 ⇒ (1, 1, 4, 6, 4) = 16 = 14
5d6 ⇒ (3, 5, 3, 3, 2) = 16 = 11
5d6 ⇒ (1, 5, 4, 4, 3) = 17 = 13
5d6 ⇒ (6, 6, 6, 4, 2) = 24 = 18
5d6 ⇒ (4, 4, 5, 4, 2) = 19 = 13
5d6 ⇒ (5, 2, 6, 6, 4) = 23 = 17
This has potential

Dotting for later in the hopes I get the time to make something.

Let's put a firm dot in then. I'm going to go Lashunta, fluffed as a 'proto-elf' (if that's ok with you - the First World is home to all sorts of weird proto-races afterall! (and it works better than aliens I think...))

I'm (most likely) going to go Inspired Blade Swashbuckler then drop into Kensai Magus - exactly how much would depend on a GM ruling. I'll get to work sometime soon when I'm not writing reports or prepping for interviews! :)

I'll think about the Eldest too and try to get back to you soon.

Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Harmon, Shabti Paladin- First Draft, would need to work with the GM to refine the details further as I'd be linking in a (hopefully) significant villain.


Harmon’s earliest memories aren’t his own, not really, they come to him in quiet moments, vile deeds. As a Shabti his true first memories are being cast into The Abyss (I’ll leave this to GM discretion, possibly Abaddon), he’s not sure to this day whether it was merely years or decades or long centuries he languished, tortured in that realm.

One day he found a temporary rift and escaped that plane. Finding himself in a wooded area he wandered for a few days before finding civilization. It seemed familiar but quite alien to him. He was able to win over some of the locals and was able to perform manual labor for food and shelter, he was strong and a hard worker. There he was given a name and for a time it was good. Still he was wary of the nobles of this place, they were wrong, not quite as bad as he, what he had been once was but still twisted. One day a zombie was reported near the village and when he heard about it he was filled with rage. He bludgeoned it to death with a club, quietly sitting around doing manual labor was no longer an option. He hunted down the other zombies nearby. Every few years he migrates to another village and uses it as a base to exterminate undead in the area.

A year back he took up residence in Muberry End and has been working there defending not just against the undead but monster attacks. He’s honed his abilities and discovered he can tap into unknown reserves to root out and destroy evil.

Harmon tries to be civil and is gregarious in most circumstances but bubbling beneath the surface are all the memories of what he had to endure, because of the man he was or who created him to achieve greater power and escape his deserved fate. He has a loathing of undead, particularly sentient undead who aspire to their current state.
He is tenacious and tactical when dealing with enemies. He will withdraw as needed but doesn’t shy away from going all in if the situation requires.
He works very hard on being friendly and serene but this mask can slip once people see him engage in combat under pressure.
He likes calm music, particularly instrumental music. He has taken up the flute though he knows he has much to learn, he’s got a long time to perfect his technique.

Character Sheet:

Harmon, Shabti Paladin, Native Outsider
Str 16, Dex 12, Con 15, Int 12, Wis 12, Cha 18
AC: 20=10+1/Dex+7/Armour+2/Shield, FF: 19, Touch: 11
Fort +4, Ref +1, Will +5
Longsword +4, 1d8+3, 19-20
Warhammer +4, 1d8+3, 20/x3
Shortbow +2, 1d6,20/x3
Darkvision 60ft, Base Land Speed 30ft, Medium Size
Languages: Common, Necril, Abyssal

Traits: Magical Knack (Magic), Hunter’s Blood: Survival (Social)
Feats: Iron Will
Skills: Diplomacy 8=1+4+3, Knowledge (Religion) 5=1+1+3, Spellcraft 5=1+1+3, Linguistics 5=1+1+3, Perform (Wind Instrument) 5=1+4
Aura of Good, Detect Evil, Smite Evil 1/Day, Immortal, Immune to Undeath, Resist Level Drain, Past Life Knowledge,Shattered Soul, Spell-Like Ability (3 RP): Suggestion/1 Day, CL=HD
Gear: Cold Iron Longsword, Cold Iron Warhammer, Shortbow, Arrows (20), Blunt Arrows (20), Heavy Steel Shield, Chainmail, Armored Kilt, Paladin’s Kit, Shield Sconce, Bear Trap (x3), Flute, 3gp, 145.5lbs (Medium Load)

I’m taking Magical Knack because of the spellcasting powerhouse that was the original who became the liche lending to this guy being more powerful with his spells when he gets them eventually almost like it seems natural.
Hunter’s Blood- ok he’s not from a family but he’s immortal so I think he’s a methodical, cunning and surprisingly vicious (especially since he’s a Paladin) opponent for many intelligent undead. The usual option of just wait til he dies wont even work.
I’m going with Iron Will as his feat because he’s going to have gone through well hell or well abaddon or the abyss are more likely. This guy’s as stubborn as Harry Dresden missing both kidneys.
He’s a tenacious opponent but not without caution and a desire for self preservation. He’s pretty sneaky when outnumbered and makes liberal use of terrain augmented by the bear traps he carries when fighting undead.

I like the idea of this, it has me quite interested. I only really have one question what posting are you expecting? I'm looking for quite an active (1/2 posts a day?) game with me working from home I have access to the computer most of the day.

5d6 ⇒ (6, 3, 3, 1, 5) = 18 14
5d6 ⇒ (6, 1, 6, 6, 5) = 24 18
5d6 ⇒ (4, 2, 5, 6, 5) = 22 16
5d6 ⇒ (3, 5, 2, 2, 1) = 13 10
5d6 ⇒ (2, 4, 4, 1, 2) = 13 10
5d6 ⇒ (3, 1, 1, 4, 5) = 14 12

Another question - About backstory since there isnt alot about the campaign yet do you want just want some basic stuff first?

How long is recruitment open for? I feel like this was asked, but I don't see it.

Dot and...

5d6 ⇒ (5, 5, 4, 2, 3) = 19 14
5d6 ⇒ (2, 2, 4, 2, 6) = 16 12
5d6 ⇒ (5, 2, 6, 2, 1) = 16 13
5d6 ⇒ (4, 5, 1, 1, 5) = 16 14
5d6 ⇒ (5, 3, 6, 5, 1) = 20 16
5d6 ⇒ (5, 6, 5, 6, 4) = 26 17

Not bad. I'll do some thinking. Offhand, I'm thinking skillmonkey/Knowledges investigator.

5d6 ⇒ (6, 4, 1, 2, 6) = 19 16
5d6 ⇒ (6, 5, 4, 3, 6) = 24 17
5d6 ⇒ (5, 2, 1, 6, 4) = 18 15
5d6 ⇒ (5, 4, 2, 4, 1) = 16 13
5d6 ⇒ (1, 3, 4, 2, 6) = 16 13
5d6 ⇒ (2, 2, 6, 3, 5) = 18 14

Will a drawback be allowed for a third trait?


Yaddithian arcanist 1 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Bestiary 6 285)
N Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +0
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2
Resist cold 5
Speed 20 ft.
Melee dagger +1 (1d4+1/19-20) or
. . 2 claws +1 (1d4+1)
Special Attacks arcane reservoir (1/4), arcanist exploit (potent magic[ACG]), consume spells
Arcanist Spells Prepared (CL 1st; concentration +5)
. . 1st (3/day)—mage armor, ray of enfeeblement (DC 15)
. . 0 (at will)—daze (DC 14), detect magic, prestidigitation, ray of frost
Str 13, Dex 14, Con 15, Int 19, Wis 11, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot
Traits outcast's intuition, schooled inquisitor
Skills Acrobatics +2 (-2 to jump), Appraise +8, Fly +6, Knowledge (arcana) +10, Knowledge (local) +10, Knowledge (planes) +10 (+12 to identify abilities and weaknesses of creatures), Knowledge (religion) +10 (+12 to identify abilities and weaknesses of creatures), Linguistics +8, Sense Motive +5, Spellcraft +10; Racial Modifiers +2 Knowledge (arcana), +2 Knowledge (local), +2 Knowledge (planes), +2 Knowledge (religion), +2 Spellcraft
Languages Aboleth, Common, Draconic, Necril, Undercommon, Yaddithian
SQ cosmic mind, long-lived, no breath
Combat Gear liquid ice[APG]; Other Gear dagger, arcanist starting spellbook, bedroll, belt pouch, book lariat[ACG], canteen[UE], fishhook (2), flint and steel, masterwork backpack[APG], mug/tankard, scroll belt[UI], sewing needle, signal whistle, silk rope (50 ft.), spell component pouch, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 2 gp, 4 sp
Special Abilities
Arcane Reservoir +2 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Cosmic Mind (Ex) Store spells in mind rather than spellbook or familiar.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Long-Lived (Ex) Yaddithians live for thousands of years; they gain no benefit or penalty from aging and are immune to magical aging effects.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Would you allow combat stamina for fighters=?

Now that I know where we begin I'll start thinking of character concepts. I really like this line "despite your talent and training, you have so far been unable to escape the small town life working in various trades" as a place to start. Thinking someone who left to be trained but had to return to take care of a sick parent. What kind of trades are available in Mulberry End? Do they have a mine? A mill? A smithy? A lumber industry?

Okay, got a minute. What do the dice say?
5d6 - 3 ⇒ (1, 2, 3, 6, 5) - 3 = 14
5d6 - 5 ⇒ (2, 3, 6, 2, 6) - 5 = 14
5d6 - 5 ⇒ (4, 4, 4, 6, 1) - 5 = 14
5d6 - 3 ⇒ (6, 1, 5, 5, 2) - 3 = 16
5d6 - 6 ⇒ (3, 3, 6, 3, 5) - 6 = 14
5d6 - 11 ⇒ (5, 6, 6, 6, 6) - 11 = 18
DANG. That.... is a solid roll. I could do basically anything with that (except an optimized monk). The final roll is about as good as they come.

Echoing the question about Tiefling/Aasimar heritages and switched SLAs.

Also, confirming that noble Drow are not an option, along with Svinirblifin and Duergar Tyrants.

Helikons application for a dwarf Weaponsmith (fighter).
Still a lot of work in progress

Dot, thinking Cleric into (eventually) Envoy of Balance, maybe being introduced as one of the slaves the GM mentioned.

Rolls: 5d6 ⇒ (4, 2, 5, 1, 6) = 18
Rolls: 5d6 ⇒ (3, 6, 3, 1, 6) = 19
Rolls: 5d6 ⇒ (1, 4, 2, 4, 4) = 15
Rolls: 5d6 ⇒ (5, 2, 1, 6, 2) = 16
Rolls: 5d6 ⇒ (5, 6, 2, 2, 3) = 18
Rolls: 5d6 ⇒ (4, 3, 1, 4, 5) = 17

Jeez, that's the best dice Iv ever rolled
Lets see, 15, 15, 12, 13, 14, 13

If there is a mine in Mulberry End I am thinking my character will have taken his Father's place at the mine to make ends meet when his Father fell ill. His Mother is off gallivanting elsewhere, she is some kind of traveling scholar that is mysterious as can be (making her a good plot hook for the GM if he wishes to use her). He will start the game using a Heavy Pick or Pickaxe as his weapon because it is what he has, but he was once sent to a prestigious school of martial training and so is actually very talented with a blade. Possible classes: Virtuous Bravo Paladin, Daring Champion Cavalier, Inspired Blade Swashbuckler, Lore Warden Fighter, Unchained Rogue. Would consider going into the Devoted Muse prestige class. I am imagining him as a thinker, not just a fighter, he sees the blade as a mental exercise, not a physical one.

I am okay with rolling for the variant tiefling and aaaimar heritages. I am okay with the unchained classes. I have to reread comat stamina rules, but it should be okay. A drawback for a third trait is acceptable.

No noble drow or tyrant duergar. Svirfneblin, maybe.

I could easily put a mine near Mulberry End. Though it would be small. Enough to feed the workers, but not large enough to truly prosper.

As to backstory, I like indepth backstories. It doesn't have to be a novel, but it should be enough to give a potential plot hook or two.

Some possible topics to consider:
Where and how did you learn your skills?
What were you planning on doing with those skills?
What are your dreams?
Why did you stay here despite your talent and ambition?

I'll keep recruitment open until next Sunday, so a week and a day.

Sweet, I am a good portion of the way there then! Time to fill in the backstory.

Okay, cool. How about other monstrous races like Gargoyles and Cenutaurs?

No the monstrous races, unless you can really sell me on your concept.

Addams Family DM wrote:

I am okay with rolling for the variant tiefling and aaaimar heritages. I am okay with the unchained classes. I have to reread comat stamina rules, but it should be okay. A drawback for a third trait is acceptable.

No noble drow or tyrant duergar. Svirfneblin, maybe.

I could easily put a mine near Mulberry End. Though it would be small. Enough to feed the workers, but not large enough to truly prosper.

As to backstory, I like indepth backstories. It doesn't have to be a novel, but it should be enough to give a potential plot hook or two.

Some possible topics to consider:
Where and how did you learn your skills?
What were you planning on doing with those skills?
What are your dreams?
Why did you stay here despite your talent and ambition?

I'll keep recruitment open until next Sunday, so a week and a day.

Variant Heritage roll: 1d100 ⇒ 29

Eeeh... I think I'll just go human.

Part of me wants to go Unchained Rogue for the skills to represent his use of intellect in his fighting style, but I am not sure Rogue suits the trained in a martial school style. I suppose Inspired Blade or Investigator could work.

On posting rate, I'm usually watching throughout the day and posting at least once or twice a day. I prefer people that can post a least once a day, but I understand most people don't post as much on weekends.

Fair enough. I didn't really expect they would be allowed, I just was checking.

Scarab Sages

5d6 ⇒ (3, 6, 3, 6, 3) = 21 = 15
5d6 ⇒ (5, 5, 1, 2, 2) = 15 = 12
5d6 ⇒ (6, 3, 5, 4, 5) = 23 = 16
5d6 ⇒ (3, 6, 2, 6, 5) = 22 = 17
5d6 ⇒ (1, 2, 1, 6, 1) = 11 = 9
5d6 ⇒ (1, 3, 1, 2, 2) = 9 = 7

Talk about your auto dump stat. I may end up with a score of 5 in something through no fault of my own!
Are we allowed a re-roll or no?

Scarab Sages

I have a idle character that may fit in well here. He's Cuddles, the Orc Tetori monk with a firm belief that hugs can solve all woes. Would you allow a full orc, GM?

You can take the 25pt buy if you really don't like your rolls. The orc is okay. All non-monstrous races from the APG ate allowed.

Scarab Sages

Nah. Cuddles having serious mental score penalties is part of the character.

Always interested in rolled stats and Mythic potential.

5d6 ⇒ (6, 3, 5, 1, 6) = 21=17
5d6 ⇒ (2, 6, 5, 1, 1) = 15=13
5d6 ⇒ (2, 1, 6, 4, 2) = 15=12
5d6 ⇒ (2, 3, 2, 2, 1) = 10=7
5d6 ⇒ (6, 2, 5, 1, 2) = 16=13
5d6 ⇒ (4, 6, 5, 6, 6) = 27=18

Well that's...different.

5d6 ⇒ (1, 5, 6, 6, 6) = 24=18
5d6 ⇒ (1, 4, 4, 4, 4) = 17=12
5d6 ⇒ (6, 2, 3, 6, 6) = 23=18
5d6 ⇒ (1, 2, 3, 5, 1) = 12=10
5d6 ⇒ (5, 3, 4, 2, 2) = 16=12
5d6 ⇒ (1, 4, 5, 4, 3) = 17=13

...This is a minmaxed set of stats if I've ever seen one. If it's cheliax, I should have an idea in mind as well. Time to stare at a bunch of numbers until they make sense.

Some Backstory:

Mulberry End doesn't feel like home anymore. I'm not sure if it ever did.

The first thing I get to do every morning is check if my ailing Father's heart still beats and his lungs still draw breath. When his continued living is confirmed I help him to his chair by the fire, and bring him one of his favourite books to read. After doing my best to feed him the half liquid/half solid slop that is the only thing he can manage to keep down I head for the mines. Once my father was the foreman of the mine, he was good at what he did and the miners and townspeople loved him. It was also down in that mine that they say he caught this illness that plagues him, something only miners get, a sort of wasting sickness that can take years to end your life, but it makes what is left of it quite miserable. The letter explaining this to me had arrived at the University of Martial Studies in Taldor, where I was once a student and I had soon after found myself returning home, abandoning my talents to work in the same mine that would be the death of my Father. It seems it will now be the death of me too.

I do what training I can, in what small amount of free time I have. For both my body and my mind. My Mother is a traveling scholar, she is learned in many things from magic to science, and she made certain to emphasize the importance of a well trained mind to me when she was still around. I haven't seen her in over two years, I don't even know if she knows my Father is sick. I sent letters but there has been no reply. My Mother is a bit of a mystery. Everyone in town knows my Father was born here and left as a boy to become an adventurer, he came back a strong, silent man with my Mother at his side. A heavily pregnant woman who was eccentric beyond kenning to the people of Mulberry End. She gave birth to a son almost as strange. In the years she spent here before returning to her life as a traveling scholar few learned anything about her, even me. She took me on her scholarly excursions from time to time, but I could tell that those were quite different from the ones where she was alone. Despite everything, despite the growing resentment over leaving my Father alone to die, she taught me much in our time together.

And so I do not feel at home here. The people whisper about me, about my family. They pity me for my Father... and for my Mother, but they do little to help. I scrape by with the money I make in the mine and I do my best to make my Father's final days as peaceful as possible. Always dreading -and yet in some deep part of myself yearning for-, the day he draws his last breath and I can leave this place behind forever.

I've decided he will either be Aasimar or Tiefling on his Mother's side. Whether she is an angelic or demonic being herself, or just the descendent of one is a mystery.

If we don't like our rolled ability, can we still choose to not use it?

Yes. You can take your rolled abilities or the standard. No second roll.

I just realized that I called the Cult of Unraveling the Cult of Unwinding in the blurb. I like the Cult of Unraveling better.

We have people coming up with very quirky characters in here.

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