Cult of Unraveling (Inactive)

Game Master Matt Adams 259


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Firearms probably won't be a major focus, but I'm not going to go out of my way to make them hard to find.

The slave PC will get their gear a bit later. You'll still be able to choose it of course.

You will be fighting the Cult of Unraveling, but the slavers will be early enemies.

I love how many submissions there are, guys.


Thanks for the answer about the slave gear. :)

Here's Zanbabe's submission.

Nazuri, an Aasimar Divine Paragon Cleric 1

Alignment Chaotic Good / Deity Desna

She will be coming in with the slavers as a slave (although this is a very recent occurrence according to her back story, so she hasn't been a slave for years or anything).

Stats:

Str 14 +2
Dex 15 +2
Con 10 +0
Int 17 +3
Wis 19 +4
Cha 15 +2

AC 12
Touch 12 / Flat-Footed 10

HP 8

Saves
Fortitude +2 / Reflex +2 / Will +6
[+2 circumstance bonus on saving throws against becoming blinded or dazzled when using Halo.]

Acid / cold / electricity resistance 5

CMB 2 / CMD 14

BAB +0 / Initiative +3 / Speed 40 (Travel domain adds 10)

Melee
Improved Unarmed Strike
+2 Attack (+4 AOO) / 1d3+2 Damage / crit x2 / Bludgeoning

Skills:

[8 skill points, 2 of which are background skills]

Acrobatics +2 |+2 Dex
Appraise +3 |+3 Int
Bluff +2 |+2 Cha
Climb +2 |+2 Str
Diplomacy +8 |+2 Cha +1 ranks +3 class skill +2 racial
Disable Device* untrained
Disguise +2 |+2 Cha
Escape Artist +2 |+2 Dex
Fly +2 |+2 Dex
Handle Animal* untrained
Heal +4 |+4 Wis
Intimidate +2/+4 |+2 Cha [+2 circumstance bonus on Intimidate checks against evil creatures when using Halo]
Knowledge (Arcana)* untrained
Knowledge (Dungeoneering)* untrained
Knowledge (Engineering)* untrained
Knowledge (Geography)* +6 |+3 Int +1 rank +2 Scholar
Knowledge (History)* +9 |+3 Int +1 rank +3 class skill +2 Scholar
Knowledge (Local)* untrained
Knowledge (Nature)* untrained
Knowledge (Nobility)* untrained
Knowledge (Planes)* untrained
Knowledge (Religion)* +7 |+3 Int +1 rank +3 class skill
Linguistics* +7 |+3 Int +1 rank +3 class skill
Lore: Famous Landmarks +3 |+3 Int
Perception +11/+15 |+4 Wis +1 ranks +3 class skill +2 racial +1 Seeker [+4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.]
Perform: Oratory +2 |+2
Profession* Tour Guide +78 |+4 Wis +1 rank +3 class skill
Ride +2 |+2 Dex
Sense Motive +4 |+4 Wis
Sleight of Hand* untrained
Spellcraft* +7 |+3 Int +1 rank +3 class skill
Stealth +2 |+2 Dex
Survival +4 |+4 Wis
Swim +2 |+2 Str
Use Magic Device* untrained

Languages Common, Celestial, Draconic, Elven, Infernal

Traits/Feats/Special Abilities:

Traits
Bullied [+1 on AOO attack rolls made with unarmed strikes.]
Seeker [+1 Perception and makes Perception a class skill]
Two-World Magic [Grants a zero-level spell from another class]
Drawback: Righteous Indignation [You have difficulty controlling your temper after living in inhuman conditions: Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a –1 penalty on Will saving throws against spells with the emotion descriptor that do not also have the fear descriptor.]

Feats
Deific Obedience [Grants bonuses if you are obedient to your God]
Improved Unarmed Strike [Considered armed, can deal lethal damage with fists]

Special Abilities
Bonus Languages [Adds Abyssal and Infernal to list of available bonus languages]
Celestial Resistance [acid, cold, and electricity resistance 5]
Channel Energy (Su) [Positive energy 1d6, 7 times/day]
Desna Evangelist Boons [Archetype adds these boons at 5th, 11th, and 14th levels.]
Devoted Domain [Must choose one domain as devoted, lose the granted powers of the other. Grants Deific Obedience feat, and adds boons]
Divine Brand (Ex) [My holy symbol is on the back of my left hand, and my aura is stronger than normal (one level higher)]
Door Sight (Su) [Can see through most surfaces, 7/day]
Exploration Subdomain [Adds door sight, replaces some spells from Travel domain]
Good Domain [get spells but not granted powers from this domain]
Halo [Can create light centered on her head at will as a spell-like ability. When using halo, +2 on Intimidate checks against evil creatures and on saving throws vs blinded or dazzled. Replaces darkvision.]
Obedience: Desna [If I dance under the stars each day (or chant star names if I can't see any stars), gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.]
Spontaneous Casting [Can turn non-domain spells to heal spells]
Travel Domain [increase base speed by 10, teleport spells and dimensional hop at 8th level]
Weapon and Armor Proficiency [simple weapons, light armor, medium armor]

Spells (prepared):

At Will
Arcane Mark
Create Water
Detect Magic
Purify Food and Drink

1st Level Spells
Comprehend Languages
Expeditious Retreat (Domain) [not prepared]
Magic Weapon
Protection From Evil (Domain)

Gear:

Explorer's outfit

Domains:

Main: Travel Domain (Devoted)

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.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.

Subdomain: Exploration

Associated Domain: Travel.

Replacement Power: The following granted power replaces the agile feet power of the Travel domain.

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1st—expeditious retreat, 4th—locate creature, 9th—world wave.

Good Domain

Granted Powers: You have pledged your life and soul to goodness and purity.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Back Story:

Nazuri has always been picked on for being different. She was born an Aasimar in a small town near Cheliax, and her parents knew from the beginning when they saw her glowing eyes and her halo that their daughter was just not going to fit in. She was bullied as a child (trait), and her father helped her learn to fight back to protect herself (feat). Her parents loved her deeply, but often couldn't relate to her either. Her mother had been raised worshipping Desna, and although she hadn't been active in that religion for years, she thought it might be good for her daughter, so she told her stories about Desna and the good gods, and that being part Celestial was okay. When Nazuri's family visited her grandparents on her mother's side, who lived far away and who worshipped Desna, she felt at home... or rather, felt like this was the type of place she wanted to be home. She stayed with them for many summers, and she joined Desna's religion (at first out of rebellion against her parents and her town, but she eventually became truly and deeply converted, and more devoted than even her grandparents). She started studying to be a cleric under the tutelage of her grandmother's friend at the local temple.

Her grandparents died several years ago, and after they died, she felt the oppression of living in this area even more strongly.
She was wild where they are restrained, and she was good where they were not, or at least didn't want to advertise the fact. She found other followers of Desna in Cheliax, but although they share a bond, they asked her to stop meeting with them because her obvious Aasimar heritage calls attention to them, and gets them picked on by the local authorities. She understood, and doesn't want to cause them harm, but she became more and more frustrated with this area, and focused on leaving, traveling, getting away to somewhere she could find other people like she is. She started traveling around a little bit to other outlying towns, but in this area they didn't really want her around either. So, she accelerated her studies to graduate from the local school early, and moved in to the house that her grandparents had left her. She started a travel agency, reading up on landmarks, geography, history, studying new languages... anything she could get her hands on about other places, and she started taking people to new places and helping to open their minds to other places and peoples. She considers it her calling. Her mentor at the temple would loan her a Ring of Eloquence for some of the trips, so she would know the language (she hasn't had time to learn them all yet), and in between trips, she has even begun to learn a little bit of magic, although she isn't very good at it so far.

This last trip, she didn't need to borrow the ring because some people hired her to take them to go gamble in Cheliax. She thought it would be a good chance to go see her parents, and she didn't anticipate problems because she knew the culture really well. She had also lived so long without being oppressed and bullied that she wasn't really expecting her own reactions to being back (drawback). After leaving her tour group at the inn with her assistant, who would introduce them to the local gambling establishments, she left to go see her parents for a few days. They were overjoyed to see her, and the days passed too quickly. On returning to Cheliax city alone after dark however, she couldn't help but draw attention with her halo as she approached, and the guards at the gate stopped her and started slapping her around saying that she was lying and it was obvious that she wasn't related to anyone in this area. If she had just remained subservient, she knows, everything would have been fine, but when the guard who had just hit her turned around to laugh with his friend, she was just so angry... and with a lucky punch, she knocked him out. Predictably, this angered the guards. They put her in manacles, but instead of jailing her or reporting the incident to their superiors, they just assumed no one would miss her. They divided up all her stuff, and they got some extra coin selling her to the slavers that were just arriving.

She thinks her tour group will be okay. Her assistant is competent and will get everyone home after finding that she is missing. But she is angry with herself for getting in this situation, and hopes that she can stay calm enough not to make it worse, because all of her bad childhood memories are flooding back, and she just wants to pound someone.


@DM: Any thoughts on Old Snowbeard and his mechanics, yet?


Old Snowbeard: Unfortunately, I haven't looked at the new mechanics yet. Still wading through all the submissions.


Just wanted to know if you saw The Post in all that xD


GM, did you miss the questions about whether Path of War and Psionics are allowed?


Yeah, sorry.

I have no problem with either psionics ot POW.


Okay. Addams Family DM and/or Matt Adams 259. I did not see the post of how you wished all party members to be citizens of Mulberry, until I was completed with my submission, which is about a far from "local" as you wanna get. But I believe I left the backstory very open-ended. Either way, here is my current submission to The Cult of Unraveling campaign, Alkelis Courtborn, mortal son of Abadar.
Please look at my submission and see if you feel it can fit as is. If not, I have a lot of work to do. I look forward to your feedback.


Great! Path of War is just what I needed to make my concept shine!

Just realized I haven't rolled my stats yet!:

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

I think I will probably go with a Zweihander Sentinel Warder or a Warlord as my class, but there are other interesting Path of War classes like the Mystic and the Harbinger that are worth considering.


Man. Three pages of recruitment. Looks like you suggested something good here, Mr. Adams. :)


Any chance you would consider the Malefex, also from Dreamscarred Press?it's a mostly wisdom based debuffing, non casting class, without manifesting or initiating,as well.

5d6 ⇒ (5, 1, 5, 3, 5) = 19 15
5d6 ⇒ (4, 5, 4, 6, 1) = 20 15
5d6 ⇒ (5, 5, 4, 4, 1) = 19 14
5d6 ⇒ (2, 4, 2, 4, 1) = 13 10
5d6 ⇒ (4, 6, 1, 4, 4) = 19 14
5d6 ⇒ (3, 5, 1, 3, 4) = 16 12

Those stats are definitely not bad, but they're awfully spread out. 28 points... tough decision between that and a little bit more focus with the 25 point buy.

If malefex is kosher, I may end up using a few feats from path of war, maybe pick up some Cursed Razor or something.


Cuddles wrote:
Man. Three pages of recruitment. Looks like you suggested something good here, Mr. Adams. :)

I know. It's going to be hard narrow the submissipns down to five. I would run two tables, but I all ready have an Iron Gods game going and I'm not sure I could keep up with three games.

The Malefax is good to go.


Excellent! When I return home from work tomorrow,hopefully I'll be able to get something put together. Have a few ideas, but I think I'll wait til I can get everything kinda sorta put together coherently.


Tossing some dice, in case I bring Old Snowbeard here xD

5d6 ⇒ (4, 5, 4, 2, 1) = 16->13
5d6 ⇒ (6, 2, 4, 6, 4) = 22->16
5d6 ⇒ (6, 3, 1, 1, 5) = 16->14
5d6 ⇒ (4, 3, 5, 3, 3) = 18->12
5d6 ⇒ (4, 6, 5, 3, 6) = 24->17
5d6 ⇒ (5, 1, 1, 1, 4) = 12->10

This is a neat set! Would be a shame to waste them ;-)


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

I think I can definitely work something here...


Would you allow Combat Stamina as a Bonus feat for fighters?


Yes I would.


AWESOME!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

@Addams Family DM- Since I did up the background not only are we in the town but have previously been sticking around long term. I had a notion that might link in to another (much earlier game plot hook), Harmon could be sticking around following up on rumours of a necromancer's lair hidden in the area that has alluded him so far. He's not sure if it's in the basement of a ruined building, some forgotten watchtower, a cave system or perhaps the necromancer has set up in some other way.

Maybe the slavers know his (or her, going with Harmon being scant on details just the rumour) location, perhaps they're going to sell a few slaves to him... work to death then raise kind of thing or experiment on? Or trading other resources for other items? Maybe they're working for the same master or organisation or just allied? But keeping it as just a rumour means that it might not be true and if there's some call to adventure then he will accept putting a pin in it, I mean hey he hasn't found them yet after over a year? Who says he'll find them anytime soon or even if they are real. So a reason to stick around and potential but ignorable plot hook.

I hope to put ranks into all the knowledge skills eventually which can lead to him remembering vague details of memories of his creator/former self which could be used to help bring in plot hooks which might or might not link into the overall story arc. For example we level up and I invest a point in Knowledge Religion and he recalls impressions of a Cult of Lamashtu in a particular place in a city that the now Lich had as minions or were allies. When we show up the descendants could be there carrying on the work but also we could show up and find they got taken out by another group but their meeting area has now been taken over but a group of slavers or a cult of Norgorbor. It's not like we're not going to deal with them potentially if they are right infront of us. Not something to be over used but can be handy and I'll probably always be up for putting at least one rank in a knowledge of one kind or another when he levels up so I'd be up for a nudge going "Hey Kevin, will you put a rank in Arcane, I've got an idea."


Thinking about changing to a Tiefling Eldritch Archer. Rolling on the alternate Tiefling Abilities as I work through this change to see if I like it.

Variant Tiefling Abilities: 1d100 ⇒ 82

+2 bonus on saves against mind-affecting effects. I think I can make that work.


I'm going to have to back out. I think I've hit my limit for PBPs at the moment. Best of luck to those remaining!


I'm sorry to see you go, Daedalus.


Hmm. If Psion is allowed I might not submit that Bard.

I'll get something up tonight either way.


Dotting. I had this character made for another game, but wasn't chosen, so I'll bump it down to level 1. Should be done within a day or two.


So I went ahead and changed the character around a lot. Instead of a human archer ranger I went with a tiefling eldritch archer. A lot of the main fluff is the same as, at least this point in the character's career, she is a simple hunter who is just beginning to learn of her magic side. All of this can be seen in her profile.

If there are any thoughts, concerns, or questions, please let me know and I'll make the modifications required.


5d6 - 1 - 3 ⇒ (5, 1, 6, 6, 3) - 1 - 3 = 17
5d6 - 2 - 3 ⇒ (2, 6, 6, 5, 3) - 2 - 3 = 17
5d6 - 1 - 1 ⇒ (4, 1, 2, 1, 2) - 1 - 1 = 8
5d6 - 2 - 2 ⇒ (3, 2, 2, 2, 2) - 2 - 2 = 7
5d6 - 1 - 1 ⇒ (1, 4, 1, 5, 5) - 1 - 1 = 14
5d6 - 1 - 3 ⇒ (3, 5, 3, 1, 4) - 1 - 3 = 12
Equals a 27 point buy. I'll use this array.


Just about done. How are you doing HP?

Grand Lodge

Gonna go simple and easy here Halfling Unchained Rogue ( no archtype just straight rogue)

5d6 ⇒ (5, 2, 1, 2, 4) = 14
5d6 ⇒ (1, 2, 3, 6, 3) = 15
5d6 ⇒ (6, 6, 4, 5, 1) = 22
5d6 ⇒ (4, 1, 3, 1, 2) = 11
5d6 ⇒ (1, 6, 5, 5, 2) = 19
5d6 ⇒ (1, 6, 6, 1, 3) = 17

Thats 11,12,17,9,16,15

I'll take it


What I have so far this is Critzible by the way


My submission: Conall Hatchet - former city thief turned farmhand in hiding. Gear in the works.

Crunch:

Conall Hatchet
Male Human Rogue 1
CG Medium humanoid (human)
Init +0; Perception +4

--------------------
Defense
--------------------

AC 15, touch 13, flat-footed 12
HP 9 (1d8+1)
Fort +1, Ref +5, Will +1

--------------------
Offense
--------------------

Speed 30 ft.
Melee
… Sickle +2 (1d6+1)
… [Dual Wield] Sickle +0 (1d6+1)/(1d6 offhand)
… Dagger +1 (1d4+1)
… [Dual Wield] Dagger -1 (1d4+1)/(1d4 offhand)
Ranged
… Dagger +3 (1d4+1)
… [Dual Wield] Dagger +1 (1d4+1)/(1d4 offhand)

--------------------
Statistics
--------------------

Str 13, Dex 16, Con 12, Int 9, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats
… Two-Weapon Fighting
… Weapon Focus (Sickle)
Traits
… Convincing Liar - +1 to bluff checks
… Crowd Dodger - You gain a +2 trait bonus on Acrobatics checks to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square.
Skills
… [1] Appraise +3
… [1] Bluff +7
… [1] Disable Device +7
… [1] Escape Artist +7
… [1] Knowledge (Local) +3
… [1] Perception +5
… [1] Sense Motive +5
… [1] Sleight of Hand +7
… [1] Stealth +3
Languages Common

--------------------
Special Abilities
--------------------

Sneak Attack +1d6
Trapfinding +1 to Perception skill checks made to locate traps and to Disable Device skill checks. A rogue can use Disable Device to disarm magic traps.

Story:

Conall Hatchet was born and raised in Riddleport. His father was a tradesmen and often spent months away at sea. His mother taught elementary courses for the children of wealthy families. In a city such as Riddleport, Conall neglected his studies to involve himself with the goings on of the busy docks. From a young age, he would sit in the harbor and watch as the large vessels crept over the horizons and docked before him. He was a small and nimble child and would dart through the crowd and onto the offloading ships where he would pilfer miscellaneous goods from the crew. When he would return home with new trinkets to add to his collection (among such things as an array of compasses, novelty daggers, an assortment of small lockboxes, even a journal belonging to a notorious pirate), his mother would scold him and plead him to return to his studies. But she was off too kind a heart to punish him truly, and his father was too often out of the picture.

As he grew older, and his size no longer afforded him to walk the docks unnoticed, he began taking a more daring approach. Pretending to be a member of the crew. He was only called on his bluff a twice. The first was trying to gain access to a foreign spicer’s ship, who knew his crew in and out and had his brutish enforces toss him into the harbor waters. The second, however, he was less fortunate. Conall had learned to distinguish the various ships - where they were from, whose flag was whose, trade ships from travel ships - yet one evening a new ship had pulled into the harbor. Its plank were hewn from a dark wood, its sails cut from a navy cloth and the crew was a silent and burish lot. Conall quickly descended from his perch on the rooftops, overwhelmed with curiosity about what they had stowed away. Despite the obvious fact that he looked nothing like the rest of the crew, he figured the best approach was to act casual and stride aboard.

As he walked the ramp onto the ship, he passed two musclebound and scarred men hefting large crates overhead. They eyed him as he passed but made no protest. Once aboard, Conall shifted through the busy crew and made his way into the lower cabins. He could smell the heavy scent of ale and rum permeating from the shipboards themselves. He slipped into an empty room, outfitted with a triple bunk bed, a desk and three large storage boxes. Pulling his reliable set of tools that he keeps tucked in his boots, Conall began to pick one of the large chests. His hands worked feverishly as the crew’s heavy footsteps passed by in the hall outside. With a familiar click, the lock was undone and the lid thrown open. Conall couldn’t believe what was inside. A brilliant glow of gold, silver and jewels and glistened before him. He reach in and pulled out a human skull. The teeth were replaced with an assortment of gemstones, the eye sockets filled with large round garnets and the skull itself seemed to be dipped in gold. He stuffed the skull in his satchel along with a handful of coins before turning to retreat back to his home.

His heart sank as he turned to find the grim scowl of who he could only assume was the captain. He wore a thick black beard and long wiry hair streaked with silver. His lips peeled back to reveal a rotten smile. ”So ye fancy yerself a member o me crew, eh?” His heavy boots drummed on the hollow floor boards as he approached. A crowd began to draw in the hall. His menacing smile turned into a furious scowl. ”A puny imp like ye could ne’er be one of us,” he spit. He pulled out an old and worn dagger with a gilded hilt, the blade was red with rust. With a swift slash, the captain cut the shoulder strap of his satchel. It dropped to the ground, spilling the skull and coin. ”Oy! That's me s*#+ he had in his bags!” shouted one of the crew, stepping into the room. In an instant, Conall was slammed face first into the desk. The captain grabbed the boys wrist and pulled it out flat on the table. Conall watched, crying and begging as the rusty knife was lowered onto his small finger and pressed through flesh and bone. Conall, writhing in pain and agony, managed to pull free and barrelled through the doorway of onlookers. They were overcome with laughter as he fled. Departing the ship, he could hear the captain call out from the deck, ”If me or me crew catch you on these docks again boy, we’ll cut you apart piece by piece!”

Conall returned home as fast as he could. Blood trailing throughout the house, he quickly placed an iron poker in the roaring fire and began chugging his father’s rum. Once the poker was red hot, he placed it to his finger, searing the wound and stopping the bleeding. With an unsteady hand, he took to writing a farewell letter to his parents, as it was clear he would never be safe in the city again. He took a few knives, his father’s old armor and a sack of goods to last him on the road. He slipped his way onto a departing caravan and never looked back. He road out the journey without a destination in mind, hoping to find someplace quiet and out of sight. After a couple days on the road, the caravan stopped in a small town called Mulberry End. It was quiet, mostly miners and farmers. It was here that he’d start a new life free from crime. It wasn’t long before he had a job as a farmhand, working the fields harvesting wheat. It was brutal work compared to thievery, but it felt good and most importantly - safe. It had been a few years now, Conall had just turned eighteen. He boarded with the farm owners in their stable, rather than taking full pay and made a comfortable residence in the loft. His pay was enough to cover basic needs and barely any more.

But Conall was growing bored. The adventurous side in him always calling out…


Agrimar, son of Dilin, human brawler (snakebite striker) is completed for your consideration. All backstory is on the profile.

Sczarni

Woah, this place is hopping. I love to make unconventional tanks in games and this setting looks pretty tough. I think I'll submit a Path of War martial support. Something silly but it just might work! We're going to give a striking class, the Harbringer, a shield and feats that make others want to attack her...him...her?

1d100 ⇒ 10 1-50 = him, 51-100 = her.

5d6 ⇒ (4, 2, 6, 2, 2) = 16
5d6 ⇒ (3, 4, 5, 4, 4) = 20
5d6 ⇒ (6, 1, 1, 6, 4) = 18
5d6 ⇒ (1, 2, 6, 4, 3) = 16
5d6 ⇒ (4, 2, 1, 5, 1) = 13
5d6 ⇒ (2, 6, 6, 5, 1) = 20

12, 13, 16, 13, 11, 17. Not bad.


Here is Valjoen_KC's submission.

Tjarÿnn is a fetchling dual-cursed oracle with the shadow mystery. She is working towards shadow casting. I've written the basics of her backstory and will continue to flesh it out over the next couple of days.


I still want to do a bit more with rewriting the backstory, but Here's my submission for a Gathlain Harbinger. Kind of a support seer/warrior character (back up melee, decent skills, maneuvers based around being a seer or healing others).


Was there anything with Zullie that I would need to change or could do more for?


Assuming we are using the Golarion calendar, what would be the approximate start date of the campaign? I am writing her backstory in the context of journal entries and would love to date them.


Here's some background and character concept for Old Snowbeard if the basic mechanic is o.k.
Will create an actual char-sheet if I get the ok from the GM.

Background:

--- Old Snowbeard ---
Old Snowbeard, so he was called for such long years by anyone crossing his sole path that he has forgotten his actual name over it. He is an old looking eremite, who used to travel through the harsh snowy mountains of his old home, hunting on his own using only his limbs, the magical beard of his and the frost magic his ancestors have passed on to him.
As he travelled through the sparse settlements of the far north, he was looked upon due to his weird behavior and talke centering his long snow-white beard. Over the years of homeless travel and enduring the harsh environment he mostly forgot his previous life within his clan. He remembers being chased out of the clan fortress for some reason - he suspects it had something to do with his supernatural beard, but he does not think or care about it often.

--- The Mountain King ---
One day, as he climbed over a high mountain, he was forced into a cave by an approaching blizzard. There he first meet the "Mountain King". A white crab with large scissors from a species living in the highest mountaintops and with a unusual spiritual connection. As the dwarf entered their cave at that night, the Mountain King simply climbed to the top of the wandering staff of the dwarf and anchored itself on it with its scissors, locking the dwarf with his gaze for long hours. Old Snowbeard remembers that situation to be a revealing, filled with moments of clarity he never thought possible and full of magical insights beyond his understanding. At the dawn of the next day, the two totally different creatures had forged a magical bond and ever since the crab accompanied him on his travels, slowly enhancing his magical abilities, most of the time sitting on top of his wandering staff - motionless.

--- Raiku and Mulberry End ---
After years in the mountains he finally descended to the port-town Crestzaca in the far north, where he met Raiku Greenleave - a female elven adventurer on the way to the inner sea - seeking a new home after getting expelled by her clan. For some reason they both felt the presence of the other enjoyably and they shared drinks, stories, knowledge (she is an arcane magic user like himself) and finally the same ship to the south. In the far back of his mind Old Snowbeard felt that the sea should make him uneasy but over the conversions with the elf he dismissed that feeling. The sea travel was long and eventful - including several pirate and sea monster attacks - until it finally ended in the port of Kintargo.

The two found the thought of parting ways unbearable for some reason, so they stayed together, taking this totally different place as a base for some joined adventures in the surrounding country - although the allegance with fiends and devils of the Cheliax sits not well with their own beliefs.
As things grew worse in the capital, they fled the city, hoping to find a more ... normal place to live in the countryside, finally ending in the backwater settlement of Mulberry End.
They finally agreed that - despite that being unheard of - they felt deeply for each other, deeper than any friendship. So they joined their property and bought a small store near one of the mines to finally settle down ... together ... as one of the oddest couple this side of the sea, eyed by both their races with a mix of surprise, unbelief and sometimes barely covered disgust.
While Raiku sells all kind of healing herbs to the miners whenever they get sick from their heavy labor, Old Snowbeard works and sells on all kind of woodwork.
Mostly this comes down to the timber sets to keep the mine corridors from collapsing and repairing the shafts of picks and shovels.

Both are rather annyoed at the inhuman practices of the Cheliax but they don't want to leave behind their shared home so easily and early.

Appearance:

Old Snowbeard is, for dwarven standards, frail and worn-out looking with deep blue eyes and a really long snow-white beard that is braided into numerous strings hold together by multiple bronze rings, the longest of the braids nearly touching the ground. In contrast to his enormous beard, his head is completely bare but covered in numerous tattoo's.
His face tells tales about a long life in the wilderness as does his skin which is old and rucked with a solid amount of scars mixed in. That worn-out appearance of him, makes him appear even older than he already is, which is to say he looks REALLY old. His left hand is mingled by a series of brand forming dwarven runes and curses. He hides the hand most of the time within his long clothes and don't use it if he does not have to.

For clothing he seems to favour wide, practical and warm clothes in the colours of nature (green, brown, grey, white). And he don't seem to change his clothing style between adventuring and normal day wear.
He seem to wear no kind of armour under his wide clothes. You see no weapons on the old geezer. You may make out tools for woodworking and hunting strapped to his backpack, but neither looks ready for a fight.
If the weather is bad he wears an old, heavily used, warm grey coat that covers him completely and seems to be repaired numerous times. If he expects longer walks (more than a few dozen steps) he also never leaves without an old wandering staff made from a solid dark wood unknown in the south with lots of artisan carvings featuring leaf, star, mountain and snowflake motives. On top of the staff sits a unmoving white crab with enormous scissors (compared to its size). At first you might think it as a crafted or stuffed creature but as you look more careful, you notice that its eyes follow your every movement...
He has a single solid golden ring with a green stone set in the middle on his left hand and a simple medallion made of steel around his neck. The steel has tiny dwarven runes all over its surface and seems to be able to open. (If you ever get a chance to take a look, there is a single green leaf inside.)
If he is reading a longer text he takes on small bronze glasses and bows deeply over the text.

During travels he packs a massive backpack making you fear it will make the dwarf collapse after a few steps. Despite the size and obvious weight, he shoulders it and keeps on going with the same pace he takes on without it. The backpack seems to contain anything that may be useful for a life in the wilderness or on long adventures into unknown territory.

3 linked Persons:

- (Friendly, Romantic): Raiku Greenleaf, former female elven adventurer (Magus), now settled down in Mulberry End with Old Snowbeard selling herbs to the miners. She is high grown with blond hair, silver eyes and quite muscular for an female elf. She has small tattoos on the back of her hands depicting red, seven-pointed leaves. Lives together with Snowbeard in a small house near the mines and is fairly known due to her selling of healing herbs.

- (Friendly): Bonda Thistle was a female halfling Priestess of a secret Desna temple before she was sold out by a local to the lords of Cheliax and sent into exile bearing the brand of shame. Has secretly married Snowbeard and Raiku and was a close friend of Raiku during their time in Kintargo. Accepted Snowbeards grumpy and sometimes downright weird behavior after seeing the love blooming up between the weird dwarf and the kind elf, deciding that such an unusual connection must have been blessed by Desna herself.

- (Enemy): Batruk Stonecrumbler, dwarf. Shady leader of a small band of racist dwarf bandit group roaming the trade routes of Cheliax. The rumor of a dwarf-elf couple is a personal affront to him and his small fry bandit group. Has once tried to bring Old Snowbeard 'to the right mindset' by beating him up on his way back from an adventure but lost the fight (and a tooth or two). Seeking revenge ever since.

What he will do for the group:

- Really good at (non-lethally) disabling one enemy at a time by grappling and disabling magic
- Should have quite some knowledge and survival skills
- Major partner for heavy-meele or sneak-attacker due to grappling and debuffing abilities ... he will be in place for flanking (thus sneak attacking) while preventing the baddy to fight back AND dropping his AC to hell
- Hilarious (an old dwarf grappling and strangling enemies with his magic beard is hilarious, or isn't it?)

Scarab Sages

Curious, how long will this recruitment last?


I'll need to withdraw here, too many irons in the fire having gotten into another game recently.


@Choon The DM said it's open until this Sunday

Scarab Sages

Cool. Thanks.


Hp is max at first level, then rolled for im future levels.

Zullie looks good so far.

Go ahead and make a character sheet Snowbeard. Your stuff looks okay for now. If it's a problem, we can review it later.


Start date will be December 10th. I dondon't really know the Golarion calendar.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Kuthona (koo-THOH-nah) is December. I have had to start learning this because of my Kingmaker game but don't have it off yet.

http://pathfinder.wikia.com/wiki/Calendar -Handy reference

Scarab Sages

I typically don't bother with specific dates in my games. I just give the general weather. Not that I'm against using it, I just haven't seen it widely employed.


Could you inspect Unbeugsam please.


I don't think it will matter much. Someone asked for a date so they coyld use journal entries, so I gave one.

Unbeugsam looks good at first glance. I'll go over the ones I really like more in depth as we get closer to recruitment closing time, so if I point something out about a character sheet later, it means I like your background enough to seriously give you a shot.

Sczarni

Basio Rullus's Character Sheet:

Basio Rullus
Male Human Harbringer (Crimson Count-ess)
CG Medium humanoid (human)
Init +3; Perception +1
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+3 armor, +3 dex, +2 shield)
HP 10 (1d8+2)
Fort +3, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee
… Shield Bash +3 (1d4+1d6+1)

Ranged
… Throwing Shell (Maneuver) +6 (1d4+2d6), 20ft.
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 13, Int 19, Wis 12, Cha 11
Base Atk +0; CMB +1; CMD 14
Feats
… Grasping Darkness - Claim up to 3 targets/turn. Regain 2 maneuvers when claiming 2 or more targets.
… Alluring Darkness - Targets claimed get -1 to attack others that aren't you per claimed target.
Traits
… Shield Trained (Religion) - Treat heavy shields as light weapons.
… Unorthodox Method (Regional) - You lose access to the Scarlet Throne discipline and gain Iron Tortoise instead. You gain Bluff as a class skill.
-
Skills
… [1] Craft (Carpentry) +8
… [1] Knowledge (Arcana) +8
… [1] Knowledge (Religion) +8
… [1] Knowledge (Local) +8
… [1] Knowledge (Nobility) +8
… [1] Knowledge (Martial) +8
… [1] Spellcraft +8
… [1] Craft (Masonry) +8
… [1] Craft (Black-Smith) +8
Languages Common, Elven, Dwarven, Halfling, Gnome

--------------------
Special Abilities
--------------------
Proficiencies - You are proficient with all simple weapons, martial melee weapons, light armor, and shields (except tower shields).

Dark Claim - As a swift action, you can reach out with sorcerous malice, laying Claim to an opponent that you can see (including with special senses such as blindsense or tremorsense) within close range (25 ft + 5 ft per 2 harbinger levels) for a number of rounds equal to ½ your class level (min 1). You can have a max of creatures claimed equal to your Int modifier, and may not claim any creature you’ve already claimed unless it expires. Claimed creatures using Withdraw to leave a square you threaten provoke an AOO.

Crimson Claim - Starting at 1st level, a crimson countess deals 1d4 damage to each creature Claimed by her at the start of each of her turns. This damage increases to 2d4 at 6th level, 3d4 at 10th level, 4d4 at 14th level, and 5d4 at 18th level.

This ability replaces ill tidings.

Accursed Will - You gain an insight bonus to your attack rolls equal to ½ your Initiation Modifier.

1-Level Maneuvers Known (* indicates readied)
Veiled Moon
- Disturbing Blow (Strike) - Make melee attack against target. If successful, target suffers -4 penalty to next d20 roll it makes.

- Inner Sense (Counter) - You sense ripples in the spiritual world and can better avoid danger. You gain a +2 insight bonus to a single saving throw.

Cursed Razor
- * Spilled Salt (Counter) - Target in medium range gets -4 to attack.

Iron Tortoise
- * Snapping Turtle Stance (Stance) - Shield bashes inflict an additional 1d6 points of damage, and may make shield bashes without losing shield bonus to AC.

- * Iron Shell (Counter) - Deflect an enemy melee or missile attack with shield with an opposed attack roll plus shield bonus to AC.

- * Throwing Shell (Strike) - Hurl shield at target, inflicting shield bash damage and an additional 1d6 points of damage.

Basio's Background:

Basio grew up in the small mining town under his woodsmen father and his seamstress mother. He helped with daily chores until he was old enough to drink and fight. He participated in fighting matches outside his family hut to pass the time of town-life. His anger, as the rumors go, could be felt like steam coming off of him. It was so hot that others swear they were burned by his ferocious, battle frenzy.

One day, a red wizard lady approached him while he was chopping wood for the family's furnace and introduced herself as Lady Barrington and wanted to discuss some infernal worship and convert him to a greater good. Basio replied that he'd think about it if she met him at night in the woods...and so a romance was born! But this romance was only maintained by her forcing Basio to read and learn about different subjects and books or he wasn't getting any of that infernal cleric booty. She kept talking about some sort of prophecy or something, but that concept never struck Basio as important. And so, he learned! His parents were so proud.

But one day, after mining and toiling, he came back to town and found Lady Barrington had vanished. Asking around, he was told that some slavers had stopped by that same day and that was all he heard. Whipped into an anger like none other, he assumed that the slavers had taken his lover from him and he prepared to meet them with his trusty...wooden armor and shield. They were in for a surprise if they ever showed up again!

3 linked others:

- (Evil, Romantic): Lady Barrington, the lawful and evil cleric that has moved Basio to rage and seek justice on those that probably haven't done anything wrong. She is a sly human and worshiper of Asmodeus, with a plan that is beyond Basio's current comprehension.

- (Neutral, Secret Admirer): Ronda Halfingway, the neutral evil admirer that was incredibly jealous of Lady Barrington stealing her man. Not that she ever spoke more than one or two words to Basio. She's a halfling with a darkside, and has secret connections to other halflings around Cheliax. Nobody ever suspects the short people and this is one halfling that definitely doesn't want any other lady figure around her man! Even if murder is on the menu.

- (Diabolical, Enemy): Though Basio doesn't know it yet, a certain devil has their eye on Basio. Feimramdem is a deviless that has schemed a way for her to gain the favor of Asmodeus: the destruction/corruption of a hero's soul. The fervor for good is so strong in Basio; this devil lady is convinced that in time, Basio will realize that murdering evil people is evil and become forsaken of his soul's light.

What Basio is all about Party-Wise:

I'm coming for ye laddy!

Basio can debuff others from attacking his allies with no saves involved.

At 2nd level, he can sustain himself.

When fighting multiple enemies, he debuffs more and heals more with same action economy.

He does untyped, magic-missile damage to those he's debuffing.

His no-mess maneuver recovery system means he'll always have lots of counters to block attacks aimed at him.

He's loud and aggressive, certain to pull others into attacking him.
Works best with single-targeters, other melee characters that rely on AC.

Prolonged fights are in Basio's favor.

Makes a mean, durable horseshoe!


Ah, the end of all things. Such a dark end brings such life to the forums!

I will be no exception:

Stat #1: 5d6 ⇒ (3, 5, 4, 4, 2) = 18 - 5 = 13
Stat #2: 5d6 ⇒ (3, 2, 1, 2, 5) = 13 - 3 = 10
Stat #3: 5d6 ⇒ (4, 4, 6, 3, 4) = 21 - 7 = 14
Stat #4: 5d6 ⇒ (3, 5, 4, 4, 4) = 20 - 7 = 13
Stat #5: 5d6 ⇒ (1, 6, 5, 2, 5) = 19 - 3 = 16
Stat #6: 5d6 ⇒ (6, 3, 5, 4, 4) = 22 - 7 = 15

I'm sending a PM your way with a concept...

And while I'm at it, here is a list of applicants this far. Let me know if I've missed you, please, or if I have your character in the wrong area:

Melee:

Helikon --- Unbeugsam --- Fighter
Kevin O’Rourke --- Harmon --- Paladin
Choon --- Cuddles --- Monk
Remnar --- Kurt Iron --- Magus
Trinam --- Cole Meaner --- Barbarian
TheWaskally --- Alkelis Courtborn --- Godling
PorterMacShack --- Agrimar the Snake --- Brawler
Critzible --- ? --- Rogue
Laugh_Mask --- Conall Hatchet --- Rogue
Crayfish Hora --- Basio Rullus --- Harbringer

Ranged:

Rungok --- Zullie --- Kineticist
Slayde --- Aria Dros --- Magus

Skilled:

Rotolutundro --- Liunona Watchriff --- Investigator

Arcane:

Seth86 --- Al’Ku-Eth --- Arcanist
Swordwhale --- Old Snowbeard --- Witch

Divine:

Ginganinja --- Zalika Caliana --- Cleric
Zanbabe --- Nazuri --- Cleric
Valjoen_KC --- Tjarÿnn Haüx --- Oracle


Cool, will set him up today.
2 Traits ... Can we take a Drawback for a third trait?

Start to dig through all those snowflakes here.

@Unbeugsam: I loled hard at your background xD We ether get along splendidly ... or not at all. ^^ Also I can approve your name. Really fitting.

@Choon: You grew into that dumb-as-bread thing with your Ogryn you're playing at my side, aren't you? *haha* Even if I got not to play, consider him. He makes me lol so regularly with his childish-dumb Ogryn. Really worth it xD

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