Samnell's Ziggurat of Worms (Inactive)

Game Master Samnell

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Scarab Sages

I will have lots of skills as a bard, but a second skilled submission couldn't hurt. :)


What is the preselected player playing by the way? It might be easier for some to chose a concept if they know what's already covered. Not that I think it's going to be a big problem, with 4-6 gestalt characters you need to work for it to not get most roles covered. Though it might be nice avoid the exact same concept at least.

I got some ideas for my background after reading up on the various relevant areas. Though I'm missing something to make it truly exciting. I'll see what I can come up with...


Samnell wrote:
Burnscar wrote:
Is there a greek equivalent region with islands and seafaring warriors around? I kind of want to make a cleric/fighter with the new Shield Brace feat and some storm themery.

Like Namtar said, Chessenta is your best bet. It's a mix of Greece and early modern Italy for the most part. City-states, lots of mercenary bands running around. The major religions of the area, neglecting non-martial deities, are:

Anhur

Assuran

Red Knight

Tchazzar

And here comes the eternal song and dance of making a cleric; the fluff counter domain selection problem. I was really hoping to somehow land Destruction(rage) and Air or Water, so I could grab Energy Channel. I don't really see a way to square that with both the concept and the deities available, so I think I might just do something else.

Mmm.


MordredofFairy wrote:

I think I'll create a Human Swashbuckler(Falcata Swashbuckler)/Oracle(Life Mystery, Spirit Guide) (I considered Apocalypse with Wrecker Curse, but alas, Channel Energy seems more useful for Age of Worms)

That begs the question(if it was not already asked): Oracle curses, only Paizo? Just wondering if other options may be considered on a case-by-case basis.

Not promising anything, but I'm willing to look over a third party curse.


dwilhelmi wrote:
Samnell wrote:
Going to have to say no, Zen Archer doesn't play with the unchained monk.

That makes sense, no worries. Couple of questions regarding animal companions. First, in a gestalt game like this, are animal companions viable? My understanding is that ACs are already somewhat squishy, relatively, and going up against the tougher beasties we will be facing, I wasn't sure if it would survive long. Second, would we have difficulties with a large ape running around with the party, from an RP perspective? Or would a giant ape hanging out with some adventurers be not terribly out of the ordinary?

I've always liked the idea of playing a ranged sacred inquisitor with a bodyguard ape, so toying around with that.

Sorry, missed this earlier. I haven't seen any animal companions do much in my other gestalt games, so I can't say for sure. On paper, it looks that way. No telling how it would play.

A big ape would draw plenty of odd looks, but so long as it appeared under control and you didn't try to take it into fancy businesses it would probably be fine.


Mysterious Character wrote:

Some thinking later; Fighter(Swordlord)|Bard maybe...

I assume it is okay to treat an Aldori Duelling Sword as just a fancy sword right?

Fancy sword is fine.


Kasyomnite Farcaller wrote:

What is the preselected player playing by the way? It might be easier for some to chose a concept if they know what's already covered. Not that I think it's going to be a big problem, with 4-6 gestalt characters you need to work for it to not get most roles covered. Though it might be nice avoid the exact same concept at least.

I got some ideas for my background after reading up on the various relevant areas. Though I'm missing something to make it truly exciting. I'll see what I can come up with...

I'm the preselected character. But my guys is fairly specialized in combat maneuvers and being scary. So that leaves a lot of other options for everyone else, even with similar builds.


Ok, rather than starting fresh, I did a little re-jiggering and found more inspiration for the background. Trait choices will be explained in the background. Here's the new crunch (and a new name since I realized I was overlapping with Namtar)

Crunch:

Male human gestalt 1 (monk (unchained) 1/paladin (divine defender, hospitaler) 1)
LG Medium humanoid (human)
Init +2; Senses Perception +7, Sense Motive +7

Defense
AC 17, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +1 shield, +3 Wis)
HP 10 (1d10)
Fort +4, Ref +6, Will +7
Special Defense snapping turtle style (+1 shield bonus to AC with free hand)

Offense
Speed 30 ft.
Melee temple sword +2/+2 (1d8+1/19-20) or
unarmed strike +3/+3 (1d6+1)
Ranged longbow +3 (1d8/×3)
Special Attacks flurry of blows (unchained), smite evil 1/day (+3 attack and AC, +1 damage), stunning fist (1/day, DC 13)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
At will - detect evil

Statistics
Str 1413 +1, Dex 14 +2, Con 10 +0, Int 12 +1, Wis 16 30, Cha 16 +3
BAB +1; CMB +2; CMD 18
Feats Dodge, Improved Unarmed Strike, Snapping Turtle Style, Stunning Fist, Weapon Focus (unarmed strike)
Traits sacred touch, trap finder
SQ +1 skill point, +2 to one ability score, bonus feat, skilled

Skills
Acrobatics +6; (Ranks:1, +3 class, +2 Dex, -0 ACP)
Appraise +1; (Ranks:0, +0 class, +1 Int)
Bluff +3; (Ranks:0, +3 Cha )
Climb +1; (Ranks:0, +0 class, +1 Str, -0 ACP)
Diplomacy +7; (Ranks:1, +3 class, +3 Cha)
Disable Device +7 (Ranks:1, +3 class, +2 Dex, +1 trait, -0 ACP)
Disguise +3; (Ranks:0, +0 Cha)
Escape Artist +2; (Ranks:0, +0 class, +2 Dex, -0 ACP)
Fly +2 (Ranks:0, +2 Dex, -0 ACP)
Heal +7; (Ranks:1, +3 class, +3 Wis)
Intimidate +3; (Ranks:0, +0 class, +3 Cha)
Knowledge (engineering) +2; (Ranks:1, +1 Int)
Knowledge (religion) +5; (Ranks:1, +3 class, +1 Int)
Perception +7; (Ranks:1, +3 class, +3 Wis)
Profession (engineer) +7; (Ranks:1, +3 class, +3 Wis)
Ride +2; (Ranks:0, +0 class, +2 Dex, -0 ACP)
Sense Motive +7; (Ranks:1, +3 class, +3 Wis)
Stealth +2; (Ranks:0, +0 class, +2 Dex, -0 ACP)
Survival +3; (Ranks:0, +3 Wis)
Swim +1; (Ranks:0, +0 class, +1 Str, -0 ACP)
Languages Untheric

Equipment and Encumberence
Weapons and Ammo longbow with 40 arrows, temple sword
Armor and Defense
Combat Gear
Other Gear ioun torch, backpack (cleric's vestments, grappling arrow (2), scholar's outfit, silk rope (50 ft.), soap, trail rations (10), waterproof bag (scroll box (ink, inkpen, journal, parchment (5), powder)), waterskin), belt pouch (flint and steel, twine (50'), thieves' tools), belt pouch (money), monk's outfit, silver holy symbol of Ilmater,
Coins 6 gp, 3 sp, 7 cp
Carrying Capacity
L / M / H - 50 / 100 / 150 lbs.
Encumberence
Light Load - 48.82 lbs.

Tracked Resources
Arrows - 0/40
Smite Evil (1/day) (Su) - 0/1
Stunning Fist (1/day, DC 13) - 0/1
Trail rations - 0/10

Special Abilities
+1 Skill Point (FCB) (1) +1 Skill Point
+2 to One Ability Score (Wisdom) The selected attribute gains a +2 racial bonus.
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bonus Feat Humans select one extra feat at 1st level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dodge +1 AC.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Sacred Touch As a standard action, you may automatically stabilize a dying creature by touching it.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skilled Gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Trap Finder 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.
Weapon Focus (Unarmed strike) You gain a +1 bonus on all attack rolls you make using the selected weapon.


This is Choon. This is the alias I will be using. Submission almost done.

Shadow Lodge

Samnell wrote:
dwilhelmi wrote:
Samnell wrote:
Going to have to say no, Zen Archer doesn't play with the unchained monk.

That makes sense, no worries. Couple of questions regarding animal companions. First, in a gestalt game like this, are animal companions viable? My understanding is that ACs are already somewhat squishy, relatively, and going up against the tougher beasties we will be facing, I wasn't sure if it would survive long. Second, would we have difficulties with a large ape running around with the party, from an RP perspective? Or would a giant ape hanging out with some adventurers be not terribly out of the ordinary?

I've always liked the idea of playing a ranged sacred inquisitor with a bodyguard ape, so toying around with that.

Sorry, missed this earlier. I haven't seen any animal companions do much in my other gestalt games, so I can't say for sure. On paper, it looks that way. No telling how it would play.

A big ape would draw plenty of odd looks, but so long as it appeared under control and you didn't try to take it into fancy businesses it would probably be fine.

the way I've seen it best fixed is by having your second class have the familiar class feature and choose an animal that can be both a companion and a familiar

(Like small cat, Eagles, owls, vipers, etc)
That way you get what is effectively a gestalt companion
If you still feel this is squishy you could take celestial companion (aasimar) or vampiric companion (dhampier) or improved familiar
Or even some combination of the above to give it some energy resistance and DR


Good to know :). While a gestalt party can easily be done with all melee characters, it's always nice to at least have someone:
a) capable at healing,
b) able to detect and deal with traps
c) who can provide buffs
d) decent at talking or charming those you rather not want to kill
e) with the ability to hamper or kill large groups of enemies

While you'll help some with b (perception) and d (intimidate), those things will largely be left to others. So making a character capable of some of those things might make it easier to be selected and more importantly it means that they won't have to fight with you for the spotlight for such challenges, making the game more fun for everyone. I'm at least glad that my character will be doing something quite different.

@dwilhelmi: A small mounted character is awesome. There are quite a few abilities helping your steed survive, however you do need to invest in order to make it great. The best ones imho are: bloodrider (arcane?), shining knight, sohei andindomitable mount. Someone with the share spells feats and plenty of buffs will also be able to get by. Mounted combat + trick riding + combat stamina is alright, but costly in terms of action economy. I'm sure there are a couple options I have overlooked, though I don't think what Lord Foul above suggests actually works. Unfortunately I think pretty much all these tricks (except for the improved share spells option) actually require you to be mounted.


My character's designed to be at least moderately good at A, C, and E. ^^

Shadow Lodge

Hmm
I have an idea for a mesmerist/swashbuckler (D, also good at melee combat) a paladin/oracle (Very A, quite a bit of C and D) or an oracle/bard (ACD specialist) depending on what is needed


The Alchemist/Monk I've been working on does; moderately A, C, D, E, and If I put in some rank in DD then it'll some help on B.

But we should also add another nice to have;
f) knowledges

Scarab Sages

As an archaeologist pallybard I'll be good at a, b, c, d and f, but not very optimized for any of those things.


My character is Int-based, so she'll do pretty well on most knowledge checks. ^^


Alright, I have a submission together that I think should be complete. Thanks for the feedback on animal companions, but I ended up going unchained monk/wizard instead anyway. Let me know if I am missing anything or if you want to know more about anything. I ended up using the Hero Worship campaign trait from Jade Regent, substituting Zummabu for Amelko.

I've never played in a Forgotten Realms setting before, but would love to do so. I read many many FR books in my youth, but it has been a while, so my knowledge has many gaps. Hopefully this all gels with the environment; I'd be more than happy to tweak if needed.

Presenting Arundel, an elven unchained monk / foresight wizard:

Character Sheet:

Arundel
Male elf monk (unchained) 1/wizard 1
LN Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +11
Alternate Racial Trait Arcane Focus
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 10 (1d10)
Fort +1, Ref +5, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +2/+2 (1d6+1)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 13)
Wizard Spells Prepared (CL 1st; concentration +7 (+13 to cast defensively))
. . 1st—grease, heightened awareness[ACG], silent image (DC 15)
. . 0 (at will)—dancing lights, detect magic, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 8, Int 18, Wis 16, Cha 8
Base Atk +1; CMB +2; CMD 19
Feats Alertness, Combat Casting, Dodge, Improved Unarmed Strike, Scribe Scroll, Stunning Fist
Traits Clever Wordplay (Diplomacy), Hero Worship (Zummabu), Warrior of Old
Drawbacks Mark of Slavery
Skills Acrobatics +7, Diplomacy +5, Knowledge (arcana) +8, Knowledge (history) (BG) +8, Knowledge (religion) +8, Linguistics (BG) +8, Perception +11, Sense Motive +9, Spellcraft +8 (+10 to identify magic item properties), Stealth +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Untheric, Elven, Draconic, Goblin, Orc, Sylvan, Ancient Untheric
SQ arcane bond (nym, scorpion, greensting), elven magic, forewarned, prescience
Combat Gear scroll of enlarge person (x2), protection from evil, scroll of mage armor (x2), alchemist's fire, smelling salts[APG]; Other Gear backpack, bedroll, blanket[APG], chalk, earplugs[APG], scroll case, spell component pouch, wizard starting spellbook, 3 gp, 8 sp, 6 cp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Arcane Focus +2 racial bonus on concentration checks made to cast arcane spells defensively
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Mark of Slavery Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

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

Nym
Greensting scorpion
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +5, Will +2
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +6 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +7, Climb +7, Diplomacy -3, Linguistics -1, Perception +8, Sense Motive +1, Spellcraft -1, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

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Background:

Arundel grew up in a family that had a long history of wizards, so from a young age he was trained with that expectation in mind. He didn't receive weapons training like many elves do, but focused instead on the arcane. He showed incredible promise for one so young, and everyone knew he would grow to be a powerful wizard. At least, so they thought. One day, he was traveling with his family, and they were attacked by human bandits. The bandits got the drop on the family, and managed to kill both of his parents in the ensuing battle. Arundel survived, barely, but he would grow to take no comfort in that fact.

The bandits took claim over Arundel, and ended up selling him into slavery for a pretty penny. Arundel, marked as a common slave, was forced in to servitude. It was a horrible experience, one he very much does not like to think about, to this day. Life took on a rather harsh, blurred normalicy that carried him along for the next several years. His promising talent, once the pride of his family, fell by the wayside.

Zummabu saved him. He saw something in Arundel, maybe some aspect of his magical talent, maybe a flight of kindness just took him one day, but whatever the reason, Zummabu took it upon himself to not only see Arundel freed, not also to nurture the talent that had for so long lay dormant within him. Zummabu gave Arundel training, supplies, a place to live until he could get back on his own feet; he gave Arundel a life.

Anger still plagued Arundel, though, as he thought about what he had to go through and the people who had done this to him. So, in addition to the arcane training that Zummabu offered him, Arundel also took up studying under a local monk named Kassur. He taught Arundel to find a place of peace and calmness within himself, to counter the anger he felt. Arundel had grown up worshiping Sehanine Moonbow, just like his family, but Kassur taught him peace within himself instead of peace from a god. If pressed, he would still claim Moonbow as his god, but honestly he just doesn't think about it too much.

These days, Arundel has mostly put his slavery years behind him. He still gets the old familiar queasiness when he messes up, but he learns to live with it. He throws himself into his studies intently, helping Zummabu whenever possible, focusing on learning all he can about ancient history and language studies, so that he can more ably assist Zummabu. Given how his life was impacted by the man, there isn't much he wouldn't do for him. That is one of the reasons he still lives here, where so few elves choose to live; besides, he doesn't have a home to return to. So he continues on, learning and serving and doing his best in his new home.


I didn't mean to start a massive discussion on what characters can or can't do. Sorry about that. The GM said he would pick what characters he liked best, regardless of what roles they fill. People should play whatever they want to play the most, but if someone is having trouble deciding between two options it might be an idea to look at the list.


Kasyomnite Farcaller wrote:
I didn't mean to start a massive discussion on what characters can or can't do. Sorry about that. The GM said he would pick what characters he liked best, regardless of what roles they fill. People should play whatever they want to play the most, but if someone is having trouble deciding between two options it might be an idea to look at the list.

I do appreciate the thought going into it...but yeah. There's more expression of interest in the thread than I can probably fit in one game. Trying to cover the bases might be a good way to have your PC stand out, but I wouldn't want someone to forgo a concept they're excited in on the grounds that someone else has something similar. With the exception of Namtar, no one is chosen yet so you might be conceding a PC without good reason. Your version of whatever might gel better to me than someone else's, or fit more smoothly with other PCs.

My thinking in putting together a group is basically to go for fun with an eye toward not entirely blindsiding the players. I tend to use party roles more as tiebreaker factors, especially in gestalt where overlaps are inevitable.

In the event that there's enough fitting PCs to support two tables, that's something I've thought about before for other games. However, I'm pretty sure that I don't want to run two tables of Untheric AoW. Part of the fun is doing the adaptation writing, which would already be done. It would have to be another setting (probably Sargava, which was first runner up, but chance of somewhere else in FR) and at that point re-using Unther-oriented PCs would be weird and feel very bait-and-switch on my part.


Regarding Animal Companion in Gestalt: I've seen it work in one game, in which the other side was a Sohei. I suppose Ki Mount would do the job as well.
Eye for Talent alternate racial trait for humans also helps, as would, probably, the Animal Aspect of the Hunter Class.

Not truly keen on it myself, but if I wanted, thematically, a Animal Companion in a gestalt game, I'd probably go with Hunter/Unchained Monk, picking up Ki Mount ASAP and Human's Eye for Talent, then slam Bodyguard Archetype on it for even more survivability(plus it gets Evasion back from Ki Mount)


I have updated my profile with some background information.

At this point, my submission should be complete. I may still tweak the wordsmithing, but the concept is set.

I would appreciate any comments you might have.


My character is a pretty solid knowledge character, and I am ranged focused, so there's that....I'm also a smith (Both armor and stonemason).


Oh man, a Sargava AoW would be so cool.


he floated that one, and I had this neat idea for an paladin/warpriest or cavalier who was going to become a hellknight of the coil, I think, and try to establish order in the ruined colony

Then, he decided that he liked Unther more, thus, proving my belief that i will NEVER get to play a hellknight. Ever. :-p


Remind me: Do Waterdhavians speak Illuskan or Chondothan?

(Yes, my cleric is from Waterdeep)


Almagafor wrote:

Remind me: Do Waterdhavians speak Illuskan or Chondothan?

(Yes, my cleric is from Waterdeep)

Illuskan, I think


I'm thinking to alter my character slightly mechanically. Would you allow Deana's Shooting Star for Sehaine Moonbow and to use a starknife with it (as the feat is written)? Sehaine is the diety of stars, so it would make sense that a section of her faith trained with such a weapon. Perhaps a group of star elves in Yuriwood? The plan for my character would mostly stay the same, but I would start off with a single level of swashbuckler (and move stats around a tad). You can find the feat here under the name Way of the shooting star. If you don't like it, i'll just stick with what I got.

Edit: Looking closer I guess the feat doesn't require worship exactly (it's just easier to get for clergy of said deity), but it would be fitting and to flavor it as a cult to Sehaine Moonbow I think.

Scarab Sages

Ohhhh. Way of Hunger. Sythe wielding antipaladin of Urgothoa, anyone? This week be a BBEG of mine eventually.


Almagafor wrote:

Remind me: Do Waterdhavians speak Illuskan or Chondothan?

(Yes, my cleric is from Waterdeep)

Chondathan. It used to be Illuskan a couple of centuries back, but the combination of migrations and trade connections have led to Chondathan taking over.


Kasyomnite Farcaller wrote:

I'm thinking to alter my character slightly mechanically. Would you allow Deana's Shooting Star for Sehaine Moonbow and to use a starknife with it (as the feat is written)? Sehaine is the diety of stars, so it would make sense that a section of her faith trained with such a weapon. Perhaps a group of star elves in Yuriwood? The plan for my character would mostly stay the same, but I would start off with a single level of swashbuckler (and move stats around a tad). You can find the feat here under the name Way of the shooting star. If you don't like it, i'll just stick with what I got.

Edit: Looking closer I guess the feat doesn't require worship exactly (it's just easier to get for clergy of said deity), but it would be fitting and to flavor it as a cult to Sehaine Moonbow I think.

Go ahead.


Namtar wrote:

he floated that one, and I had this neat idea for an paladin/warpriest or cavalier who was going to become a hellknight of the coil, I think, and try to establish order in the ruined colony

Then, he decided that he liked Unther more, thus, proving my belief that i will NEVER get to play a hellknight. Ever. :-p

What he's not telling you is that he asked Namtar point-blank if he liked Sargava and a Hellknight or Unther and a grapple-oriented PC more. He was told Unther.

The alternate FR options were the default adaptation (mostly Waterdeep & the North, bit of the Western Heartlands) and something down around Calimshan.


Ok. I think I'm done. I'm tired, so I may have missed something. If you notice anything off just let me know. I plan to give this another pass tomorrow in any case.


Regin Ald wrote:
Ok. I think I'm done. I'm tired, so I may have missed something. If you notice anything off just let me know. I plan to give this another pass tomorrow in any case.

You're on the doc, which is up to date again.


*Horrific scream, as requested*
I don't see me.


I noticed I'm not on your document. What is my character missing?


...Alignment, size, and type?

'S why I haven't done that Harrowing, anyway.


Question; How do you feel about foreign characters from a bit far away?

I'm thinking of a merc maybe all the way down from Ten Towns, but not sure if that would detract too much from the Babylonian flavour : )


The tall monk approaches the gypsy's table. "Would you be willing to read the cards for me? Perhaps they can show a way to make life better in this town."

He sits opposite and lays a gold coin on the table.

I'll take a reading if you're still offering Rednal.


hrmm....didn't get saved on the entry I did. Reposting:

Oltho the clanless
Chaotic Good Dwarf Kineticist 1/Fighter (Lore Warden) 1
Init +3; Senses Darkvision 60', Perception +6
--------------------
Defense
--------------------
AC 17, Touch 13, Flat-Footed 14 [+4 Armor, +3 Dexterity]
HP 15 (1 HD; 1d10+[3+1 from favored class (Kineticist)])
Fort +5, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Simple Blast +[4] (1d6+4) Bludgeoning
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 16, Int 14, Wis 14, Cha 6
Base Atk +1; CMB +3; CMD 16

Skills: Knowledge (Engineering) r1 +8, Craft (Armorsmithing) r1 +6 (+8 vs. Metal or Stone), Knowledge (History) r1 +8, Craft (Weaponsmith) r1 +6 (+8 vs. Metal or Stone), Knowledge (Dungeoneering) r1 +8, Knowledge (Religion) r1 +8, Climb r1 +6, Knowledge (Planes) r1 +8, Knowledge (Nature) r1 +8, Perception r1 +6

Feats Breadth of Knowledge, Point Blank Shot

Traits Worldly, Warsmith

Languages Common, Dwarven, Draconic, Giant

SQ Alternate Racial Traits: Craftsman, Stonesinger; +2 to saves vs spells, spell-like abilities, and poisons

Other Gear Chain Shirt (Self Crafted), MW backpack, 50' hemp rope, Waterskin, Bedroll, Tanglefoot Bag x2
--------------------
Special Abilities
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Burn At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Gather Power If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Elemental Focus: Earth At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.

Wild Talent: Basic Geokinesis
Element earth; Type utility (Sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the siftAPG cantrip.

Infusion: Extended Range
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

Scholastic Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.


@Ahrun: Sure. XD Let's see... your Wisdom and Charisma are tied for highest, yes? Which of them would you say is your true focus stat?

@Vrog: ...Same question to you, actually. XD Dexterity or Constitution as your focus stat?


Rednal wrote:
@Ahrun: Sure. XD Let's see... your Wisdom and Charisma are tied for highest, yes? Which of them would you say is your true focus stat?

Ahrun sighs and runs his hand over the top of his head. "I like to think I am more compassionate and soulful than manipulative."

I'd say Wisdom.


Ahrun's Harrowing:
Basic Data: Your alignment is Lawful Good, making the positive past card particularly important for you. Your favored attribute, Wisdom, is represented by the star. For your reading, I'll be doing the same down-the-columns approach as before.

Upper Left Suit: 1d6 ⇒ 4
Upper Left Alignment: 1d9 ⇒ 5

The positive aspect of your past, and your most important role, is represented by the Neutral Card of Intelligence - the Foreign Trader. This stands for an informative pact - perhaps the agreement you made when you became a Paladin and decided to train your body in the martial arts. Indeed, it's hard to think of any choice in the past that has benefited you more than that.

Middle Left Suit: 1d6 ⇒ 5
Middle Left Alignment: 1d9 ⇒ 2

The uncertainty of your past is represented by the Neutral Good card of Wisdom, your favorite attribute. This card, the Midwife, stands for new life and new information. When you were a child, you were focused on helping the mines - a change in your life for sure. However, this is a cautious placing for a part of your past, and your time there may have hurt you more than you currently know.

Lower Left Suit: 1d6 ⇒ 5
Lower Left Alignment: 1d9 ⇒ 8

The negative part of your past is represented by another card of your favored attribute. The Neutral Evil card of Wisdom is the Mute Hag, which stands for blood pacts and dark secrets. Being the upstanding individual you are, I doubt you made those pacts yourself - but it may be that you have enemies of which you are yet unaware. Perhaps they don't know it, either, but their pacts in the past may yet come back to trouble you. Now, let's see the present.

Upper Middle Suit: 1d6 ⇒ 2
Upper Middle Alignment: 1d9 ⇒ 3

The positive part of your present is represented by the Chaotic Good card of Dexterity, the Juggler. In this position, it means that fate is on your side - and so the path of righteousness you are walking now is certainly a good one.

Middle Suit: 1d6 ⇒ 1
Middle Alignment: 1d9 ⇒ 2

The uncertainty of your present is represented by the Neutral Good card of Strength, the Keep. It stands for unshakability when threatened - something Paladins are quite known for, actually. However, its position of uncertainty means that being unshaken may not be for the best - or perhaps you're not as sturdy as you think. 'Tis a warning, this card, and you would do well to heed it.

Lower Middle Suit: 1d6 ⇒ 6
Lower Middle Alignment: 1d9 ⇒ 5

The negative part of your present is represented by the True Neutral card of Charisma, the Twin. It stands for duality of purpose or identity. When we consider if in the context of the rest of your present, I believe it is saying that you are going to be tempted by the things you see, and that straying from the course of righteousness you have chosen will not be to your benefit. This is in the present, not the future, so expect the temptation soon. Speaking of the future...

Upper Right Suit: 1d6 ⇒ 6
Upper Right Alignment: 1d9 ⇒ 5

Well, I didn't see that one coming. The Twin has reappeared on your tapestry, and in the positive part of the future. Multiples of a card are important, for 'tis not a thing that normally occurs. The cards have warned you against doing it in the present, but in the future, broadening your horizons and expanding your options will be to your benefit. Perhaps you will find a way to improve yourself by taking levels in a different class.

Middle Right Suit: 1d6 ⇒ 6
Middle Right Alignment: 1d9 ⇒ 1

The uncertainty of your future lies in the Empty Throne, the Lawful Good card of Charisma. It stands for loss bringing good fortune, but in the position of uncertainty, it means that you may not benefit from a loss in the way you think you will. This is a card matching your alignment, so it should not be dismissed so easily - it may be more important than you realize.

Lower Right Suit: 1d6 ⇒ 4
Lower Right Alignment: 1d9 ⇒ 3

The negative part of your future is represented by the Chaotic Good card of Intelligence, the Joke. This card is misaligned, and means that the joke is on you. I dare say somebody knows something you don't, and you should be wary.

Now let us turn our attention to the lines that have formed. There are two lines of alignment - first, all of the cards of uncertainty are good. We are not in a terribly pleasant land, and though you are a Paladin, excessive righteousness may not be the best way of going about things. There is also a line in your past, of balance between law and chaos. This is only a minor commentary, though - if anything, I would say the cards are saying your ambivalence is in the past, and that you have now chosen your way forward.

Curiously, there is also a line in the attributes. The cards of negativity each have one of the mental attributes, which is another warning to you. Do not rely too heavily on them - but rather, consider what you can physically accomplish when confronted with problems.

Overall, your tapestry is quite a positive one. There are no great warnings here, and while the cards speak of a few things to be wary of, they are also clear that fate favors you. Go forward with confidence.

---

Final Results:

NN | CG | TN
NG | NG | LG
NE | NN | CG

Int | Dex | Cha
Wis | Str | Cha
Wis | Cha | Int

Foreign Trader | Juggler | Twin
Midwife | Keep | Empty Throne
Mute Hag | Twin | Joke


Constitution


Regin Ald wrote:

*Horrific scream, as requested*

I don't see me.

Fixed now. I had you confused with Ahrun Enmul.


Vrog Skyreaver wrote:
I noticed I'm not on your document. What is my character missing?

Backstory, in addition to what Rednal noted.


Lessah wrote:

Question; How do you feel about foreign characters from a bit far away?

I'm thinking of a merc maybe all the way down from Ten Towns, but not sure if that would detract too much from the Babylonian flavour : )

There's room for a PC that's basically Conan goes to Sumer. Go ahead.


As he stands Ahrun smiles at Saeri, "Thanks for your time madam. It has been insightful. Hopefully we'll run into each other again someday."


Backstory:

Oltho was born a member of one of the great clans in The Great Rift, where the dwarves protect the rest of the surface world from the horrors of the underdark. He studied to be a stonemason, and had natural talent for it, some even going so far as to say that he spoke to the stone. While it was clear that he was talented with working with stone, he was not particularly smart and had no apparent magical gifts. All of that changed the day of the cave-in. Working as a young man in a new mine branch, one of the other miners triggered a cave-in, which killed everyone in the section of the mine except for Oltho, who's innate Kineticist powers triggered and allowed him to move the falling stone in such a way that he created a pocket for himself. When the rest of his clan began excavating the new mine to look for survivors, they found Oltho making his way towards them while using his power to move rock. A convocation of the elders took place and it was decided to exile Oltho, as having absolute power to make stone move was considered heretical by his clan. So without further ado, he gathered his meek belongings and made his way into the surface world.

He attempted to get work as a stonemason, but invariably masons guild of whatever city he approached did not appreciate a clanless outsider attempting to get work, and he had been banned by his clan from joining any of the stonemason's guilds (and they had enough influence to make it stick). With no other options, Oltho turned his talents in controlling stone to siege combat. All Dwarves have some training in combat, including siege combat, and Oltho combined that plus his knowledge of engineering into a fairly successful career as a siege master.

It is in this capacity that Oltho has come to Unther: he has heard that there will be a need for siege masters in the near future to help retake cities, and he wants to be on hand when the call comes.


This is RH's Halfling rogue/sorcerer Tribim. A quick question, for his background I want him to be able to make things out of leather, whether it is armor, saddles, shoes or whatever. This doesn't quite fit "craft: armor" and it doesn't quite fit "Artistry." Can he take a craft skill in leather and use it to make appropriate items?

if your wondering why leather read the backstory ;)

backstory:

Tribims family has lived in Dalath a very long time; long enough to have passed down stories of when all the halflings in Dalath were free, long enough to repeat the stories of when the lake was pure and clean, long enough to recount of when the mines did not exist and the only thing on the mountains was the mist, Long enough to whisper stories of when the dead gods were still alive. They still whisper those stories to their children in the dark.

Now under the reign of the god-king Gilgaem his family is still free and they still carefully worship the dead gods. But everything else has changed. Instead of being merchants marketing their wares in all of Dalath and abroad; they now live a quite existence in a Halfling ghetto. Where they make their high quality leather goods, selling them to a few select merchants, keeping a low profile, realizing that a well to do Halfling was an easy target for the slavers auction.

Tribim was born into this large family of cobblers, saddle makers, tailors and artisans. He was the seventh born son of a seventh born son. In many of the conversations he has had with Zummabu they speculate on this being the cause of his magical heritage. Tribim along with his grandparents, parents, aunts, uncles, cousins, brothers and sisters worked in the leather shop. At one point learning how to tan, dye, cut, sew, decorate, market and deliver leather products. In his free time he wandered out into the Smoking Mountains to explore the tombs or he went to the library to study there history; even beginning to learn ancient Untheric to better understand the carvings in the walls of the cairns.

It was in the safety of his family’s tight knit community that he first learned that he had a small measure of magical talent to control wind and electricity, He would practice using his talent as his relatives would repeat stories of there being a Djinni in the families line back before the gods died. It was this talent that set Tribim down the path he was on.

It was six years ago, at the age of nineteen when the event took place. Tribim was delivering shoes to a stingy merchant named Salazar. Salazar had ordered shoes from a merchant named Beltizar a man Tribims family did business with. Salazar wanted them delivered quickly, so as soon as the shoes were done Tribim delivered them to Salazar’s place of business.

When Salazar learned that Halflings had crafted the shoes he refused to pay full price, demanding that someone who never wore shoes could not possible make them correctly. Tribim smiled and delivered the families line. “Halflings make the best shoes, because having never worn shoes they would make shoes that the customer wanted instead of shoes they wanted.” Of course the skinflint Salazar still refused to pay full price. Realizing this was the cost of doing business with dishonest humans Tribim accepted the lessened amount but as the fat merchant walked away Tribim lightly shocked him from behind.

Needless to say, the fat human, jerked around, stumbling into an ill placed lantern, knocking it to the wooden floor and causing a fire. After the smoke had cleared, the merchant’s guards had caught Tribim and he was blamed for the damages of the fire. Beltizar refused to pay for the damages himself and both Beltizar and Tribim refused to give up Tribims family name. So Tribims freedom was forfeit and he was put on the auction block to be sold into slavery to help cover the cost and as a warning to any other uppity Halflings.

It was on the auction block that Tribim met Zummabu’s majordomo Iva. Iva had gone to the slaves market to purchase a new member for the staff to help deal with increasing work. As he was checking the slaves muscle development, physical dexterity, intelligence, teeth and overall health he would ask them questions to determine if they would fit into the household acceptably. When he approached Tribim, seeing the freshly branded slaves mark he asked what skills Tribim had and how he came to be a slave. Upon hearing the story, especially the part of minor magical use, Iva knew that his master would want to meet this Halfling. He was so excited that he purchased Tribim forgetting to purchase a slave for the household chores.

Majordomo Iva was correct; Zummabu was excited to meet Tribim, taking the young Halfling sorcerer, Zummabu explained to Tribim that was the type of magic he used, under his wing. Zummabu not only gave Tribim his freedom but he encouraged him to pursue his magic and other interests as well. He paid for Tribims training to be able to safely dealve the depths of the crypts. He assisted Tribim in learning ancient Untheric and other things about Dalaths history. Eventually Tribim became good enough at certain types of skills that occasionally, when Zummabu thought it was safe enough, the wizard would allow him to perform certain tasks; ‘acquiring’ items from crypts or other places.


Samnell wrote:
Lessah wrote:

Question; How do you feel about foreign characters from a bit far away?

I'm thinking of a merc maybe all the way down from Ten Towns, but not sure if that would detract too much from the Babylonian flavour : )

There's room for a PC that's basically Conan goes to Sumer. Go ahead.

Um.. that's sort of the plot of several of the Conan stories

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