Samnell's Ziggurat of Worms (Inactive)

Game Master Samnell

Map of Unther & Environs

Present battle map

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Noticed that I had forgotten Background Skills. Fixed.


Tribim wrote:

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 ;)

** spoiler omitted **...

You can take Craft (Leatherworking).

Grand Lodge

Is this fast progression?


Yas392 wrote:
Is this fast progression?

It's fiat progression. I'll give out levels when you hit the right story points.

Also: The submissions doc is updated again.


Hi Samnell! Chess here. Sorry for all the time I took to submit my application. I had been back and forth to tailor Dommer as I wanted. Please feel free to bring up any issues or considerations about him :) And thanks in advance for bringing an Age of Worms game to PF.

@Rednal: hey! I'd love to hear your thoughts (and harrowing!), my friend.


I updated Kasyomnite's crunch with the new choices (as a swashbuckler he is now good at diplomacy and got better defenses).

I also added more of a background. I hope you like it. Missing a few sections on appearance and personality though.

As Dommer above I'm happy to answer any questions you might have or to change things if you think it would make things better.


hey Kasyomnite, I don't mean to ask a dumb question, but since I'm also a sorcerer and don't normally play them I was looking at your sheet. What is the purpose of Magical knack your gestalt, won' your caster level always be your current hit dice?


@Dommer: Each of these take a bit to do, so I'm aiming to get yours done a little later. o wo/

Oltho's Harrowing:
Basic Info: Your character is Chaotic Good, making the Positive Future placement the zone that carries the most importance. As a Constitution-focused character, you are linked to the Shield cards. As with the others, we'll be doing the vertical columns reading.

Upper Left Suit: 1d6 ⇒ 5
Upper Left Alignment: 1d9 ⇒ 9

The card that represents the positive part of your past is the Chaotic Evil card of Wisdom, the Lost. And we're already off to an interesting start, because this is an opposite match - completely across the board from where it should be. In its misaligned reading, it stands for clarity of mind under duress - the challenges you have already faced, and your willingness to face them, are already a great source of strength for you.

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

The uncertain part of your past is represented by the Neutral Evil card of Wisdom, the Mute Hag. As in the previous reading, this stands for blood pacts and dark secrets. I feel there is a mystery in your past... although whether or not it's known to you is, as the placement of the card says, uncertain.

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

The negative part of your past is represented by the Lawful Good card of Strength, the Paladin. This card is misaligned, and it means that standing fast is foolhardy. Of course, dwarves are known for stubbornness - but while your clarity of mind under duress helped you, staying longer than you should have did not. It doesn't help to recognize a problem if you don't take action to deal with it.

Upper Middle Suit: 1d6 ⇒ 5
Upper Middle Alignment: 1d9 ⇒ 7

The positive part of your present is represented by the Lawful Evil card of Wisdom, the Eclipse. This card is misaligned, and in this placement refers to unheralded abilities. You may be stronger, and with deeper reserves of strength, than you currently realize. Expect to develop those talents soon.

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

The uncertainty of your present is represented by one of your attribute cards, the Lawful Good card of Constitution. This card, the Trumpet, refers to a declaration of power. However, in the position of uncertainty, it's not clear whether being obvious about your powers is for the best. In other words... think before you act.

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

The negative aspect of your past is represented by the Chaotic Neutral card of Wisdom, the Carnival. It stands for illusions and false dreams. You may have unrealistic expectations right now... and it is not wise to pursue them. Now, let us turn to the future, shall we?

Upper Right Suit: 1d6 ⇒ 4
Upper Right Alignment: 1d9 ⇒ 4

Your role place is filled by the Lawful Neutral card of Intelligence, the Inquisitor. It stands for immutable reality - a fate that cannot be changed, and in an auspicious location. This is something to be happy about.

Middle Right Suit: 1d6 ⇒ 6
Middle Right Alignment: 1d9 ⇒ 4

The uncertain part of your future is represented by the Lawful Neutral card of Charisma. This card, the Marriage, refers to the union of people or ideas. If you're planning a wedding, I'd reconsider. Otherwise, be careful about adjusting your views to match those of others, for this may not be to your benefit.

Lower Right Suit: 1d6 ⇒ 5
Lower Right Alignment: 1d9 ⇒ 9

...And it seems we've come all the way back to where we've started, for the Lost has reappeared. This is a True Match - a card in exactly the correct position, and especially important as a result. This card predicts emptiness and loss of identity in your future. Perhaps you will never truly be yourself...

There are no lines formed, either by alignment or by suit, so the cards have no further information to give.

---

Final Tapestry:

CE | LE | LN
NE | LG | LN
LG | CN | CE

Wis | Wis | Int
Wis | Con | Cha
Str | Wis | Wis

Lost | Eclipse | Inquisitor
Mute Hag | Trumpet | Marriage
Paladin | Carnival | Lost


I plan to take the evangelist prestige class, which will lose me a caster level, the trait will get me that back (though sadly not the spells per day/known etc). That prestige class is pretty good and while I'm not sure it's worth to give up caster progression to take it, I want to try it out.


aaahhhh, thank you, there is still so much to learn.


You do a fantastic job with those harrowings, I must say. :)


Ya, I'm also planning on taking a prestige class, Student of War.

EDIT: Interesting harrowing. I find it fascinating that the Lost came up twice; I've never seen it happen before.


Rednal wrote:
@Dommer: Each of these take a bit to do, so I'm aiming to get yours done a little later. o wo/

Take your time, no hurry! Great job with these things. ;)

Liberty's Edge

Whooof, I keep having second thoughts about my character idea. Then second thoughts about second thoughts. :P Gestalt weirdly makes it a lot tougher to stand out.


Dommer wrote:
Hi Samnell! Chess here. Sorry for all the time I took to submit my application. I had been back and forth to tailor Dommer as I wanted.

The time isn't an issue at all. Everyone's still got until midnight Friday.

And the roster is updated once more.


Also, just as a note, only Saeri's reading was done in-character. XD The rest of these are out-of-character.

Dommer's Harrowing:
Basic Info: Your character is Lawful Neutral, making the Uncertain Past their most aligned square ('cuz let's face it, what kind of LN person doesn't want the future to be more orderly than the past? XD). Your highest stat is Constitution, represented by the shield. Let's see how this goes!

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

The positive aspect of your past is represented by an attribute card, the Neutral Good card of Constitution. This card, the Survivor, represents a rebirth through the ordeals... and its placement in the past means that you are stronger for what you have gone through.

Middle Left Suit: 1d6 ⇒ 4
Middle Left Alignment: 1d9 ⇒ 4

The uncertain part of your past is important. This is a true alignment - the Lawful Neutral card of Intelligence in its proper place. It's also your role on the Tapestry, which makes it even more important. Of course, it's an interesting spot for it to appear... because the Inquisitor represents immutable reality, which is in conflict with the uncertainty of its placement. In this place, it means that the parts of your past you believe to be true may not be. Things like that have a way of coming up again, so I dare say there are surprises in your future...

Lower Left Suit: 1d6 ⇒ 3
Lower Left Alignment: 1d9 ⇒ 2

Oh, that isn't good. The Survivor has reappeared in this Tapestry, also representing the negative aspects of your past. Misaligned this way, the Survivor means tragic news or profound loss. You were stronger for having gone through the ordeals you have - but at the same time, the cards tell that you lost something important in the process. 'Tis curious, that. Perhaps they'll have more commentary on that as we move to the present.

Upper Middle Suit: 1d6 ⇒ 4
Upper Middle Alignment: 1d9 ⇒ 8

Curious! The positive aspect of your present is represented by the Idiot, which is an Opposite Match in that it's exactly the reverse of its rightful place. Misaligned this way, it means the clever feigning of idiocy. Given its placement in the present, I dare say you'll do well if you pretend to be less wise than you are the next time something important happens.

Middle Suit: 1d6 ⇒ 5
Middle Alignment: 1d9 ⇒ 4

The uncertainty of your present is represented by an aligned card. The Lawful Neutral card of Wisdom is the Queen Mother, which stands for knowledge through fealty. And this party is swearing fealty to a certain wizard, isn't it? However, the uncertain placement here is a warning - the benefits you're expecting may not be what you actually receive.

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

The negative aspect of your present has been revealed as the Peacock, the True Neutral card of Dexterity. It's a rather pretentious card, really, meaning a sudden personal shift. If I were you, I'd try to avoid sudden changes in decisions for the next day or two. This is fairly tame as far as the present goes, so be happy about that.

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

The positive aspect of your future is represented by the Owl, the True Neutral card of Wisdom. This represents the wisdom of the natural order of things, and you would do well to heed its advice. If you avoid straying from the path of what's proper, you will do well indeed.

Middle Right Suit: 1d6 ⇒ 3
Middle Right Alignment: 1d9 ⇒ 6

The uncertainty of your future is represented by a true match, so pay attention! The Chaotic Neutral card of Constitution - an attribute card, by the way - is the Mountain Man. This card represents an external physical power - and a dwarf would know quite a lot about that, huh? However, its place of uncertainty means that external power may not be as strong as you think it is, so be wary of relying too much on others when strength is needed.

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

And you have a second duplicate in the tapestry! The Inquisitor is back in the negative part of your future. It's a poor omen, too - an immutable reality in the negative part of your future suggests a problem you are unlikely to overcome.

Now, this tapestry has several lines of interest through it. First, there's a line of neutrality between law and chaos running through the positive row up top. If I were you, I wouldn't press too hard on the lawful side of your personality - the cards seem to be suggesting that a more balanced view, perhaps a willingness to compromise, would serve you better than the stubbornness dwarves are famed for.

Curiously, there's a second line here - neutrality between good and evil is represented in your future. This suggests that you will do well to avoid leaning too moral on any given subject. Incidentally, the row of uncertainty almost has a line, but it doesn't count unless all three alignments of a given line are represented. There's no special meaning there. There are no lines in your attributes.

---

Final Tapestry:

NG | NE | NN
LN | LN | CN
NG | NN | LN

Con | Int | Wis
Int | Wis | Con
Con | Dex | Int

Survivor | Idiot | Owl
Inquisitor | Queen Mother | Mountain Man
Survivor | Peacock | Inquisitor


Very cool stuff! Thanks for the work, Rednal. :)


An almost deathly pale gnome with white hair sees the lady laying out cards in the corner and smiles. "What's this, fortune telling? How interesting. I want to know more about what future has in store."

He bows his head respectfully before the woman. "It's a pleasure to meet one such as you miss. My name is Kasyomnite Farcaller and I've come calling calling from far away to learn more about myself and otherwise. Your amazing powers could make quite the difference in my search. Would you please be so kind as to read what fate has in store for me?"

Since it's now wrong on the submission's sheet, I should note that Kasyomnite's alignment changed to chaotic good.


Kasyomnite Farcaller wrote:
Since it's now wrong on the submission's sheet, I should note that Kasyomnite's alignment changed to chaotic good.

Fixed.

The Exchange

I still haven't really been able to get a full submission together I felt strongly about. The Inspired Arcanist is kinda neat, but not terribly interesting, being an exaggerated magus without spell combat, and I can't think of any particularly meaningful backstory stuff for it. I had a few other ideas banging around in my head, but the same issue of "I can't see a place in this setting where they'd fit in /and/ be a valid choice for this campaign" pops up. Y'all have fun, it looks like Samnell's gonna make this quite a ride. :)


I think that if you want to make something like a magus, using both spells and weapons with the same actions, you probably want to pick up a bit of magus and then either combine it with something like inspired swashbuckler for a magus with more melee power or combine it with an int based caster for more spells (as Rednald has done). Though much more important than mechanics is creating a character you are excited about that you can see fitting into the setting/story.

The Exchange

Yeah, that's the issue I was having. I made a Blade Adept//Inspired Blade, but I couldn't really get into the character. I briefly considered dipping into Magus for Spell Combat and Broad Study, but if I don't feel strongly about the character to begin with (Especially with such fierce competition), it doesn't make too much of a difference.


@Dommer: You're welcome. XD I figured that if I'm going to go with a Harrowing theme, I might as well go all the way and make it a serious part of my character - doing these is helping me get into practice.

Kasyomnite's Harrowing:
Basic Info: Your alignment is Chaotic Good, making the Positive Future your aligned square. Your highest attribute is Charisma, which is represented by the crown.

Upper Left Suit: 1d6 ⇒ 2
Upper Left Alignment: 1d9 ⇒ 4

The positive aspect of your past is represented by the Lawful Neutral card of Dexterity, the Locksmith. He stands for the keys to a new destiny - and in this place on the board, it means you have already been given those keys. In regards to your situation, I believe this refers to the moment your mother told you about Zummabu - by doing so, she expanded your world, giving you a destiny you may never have thought to pursue otherwise.

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

The uncertainty of your past is represented by the Keep, the Neutral Good card of Strength. This card stands for unshakability when threatened, but its placement of uncertainty means that you could have been shaken more than you know. You've come here to Unther to find answers, but don't dismiss the feelings of your past as being completely gone, for they may yet rise up to affect you.

Lower Left Suit: 1d6 ⇒ 2
Lower Left Alignment: 1d9 ⇒ 2

The negative aspect of your past is the Cricket, the Neutral Good card of Dexterity. This card is misaligned, and here it means that the journey of your past has gone badly. The event it refers to is obvious, of course - your relationship with Neria. I know it's not pleasant to be reminded of that, but you should consider this a good thing - if the worst thing the cards say is something you already knew, then it's unlikely anything in your past will be coming back to hurt you. Now, let's turn to the present, shall we?

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

And the positive aspect of your present is the reappearance of the keep - a true match, no less, which makes this card of extreme importance. The meaning here is the same - unshakability when you're threatened, but now that it's moved to the positive part of your present, it's saying that you have the strength to face the trials of your life. Repeated cards are always important, and 'tis a very good omen indeed.

Middle Suit: 1d6 ⇒ 5
Middle Alignment: 1d9 ⇒ 4

The uncertainty of your present is represented by the Lawful Neutral card of Wisdom, the Queen Mother. She stands for knowledge through fealty - and you've come to Zummabu to try and gain information in return for serving him, have you not? He may not have the answers you truly desire... or perhaps it's the case that getting those answers will not be for the best. Do not be too over-anxious to have your answers, friend gnome, until you're truly ready to accept them for what they are.

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

The negative aspect of your present is represented by the Lawful Neutral card of Constitution. The Brass Dwarf stands for invulnerability to current peril, but its place on the lowest row means that you're likely not invulnerable at all. You should definitely play it safe for a bit instead of following every bit of your curiosity. Let us see if the future will be any more revealing.

Upper Right Suit: 1d6 ⇒ 2
Upper Right Alignment: 1d9 ⇒ 1

The positive part of your future, and your role placement on the tapestry, is the Lawful Good card of Dexterity. The Dance, as it is known, stands for staying in perfect harmony. I believe you're going to get along quite well with your new friends, and you should probably try to form those friendships quickly.

Middle Right Suit: 1d6 ⇒ 6
Middle Right Alignment: 1d9 ⇒ 7

The uncertainty of your present is represented by one of your attribute cards - the Lawful Evil card of Charisma. The Tyrant means that a parental influence brings pain to you, although its place of uncertainty means that it's not clear how much you're likely to be hurt. Nevertheless, the cards definitely seem to be saying that you're not going to enjoy the answers Zummabu gives you.

Lower Right Suit: 1d6 ⇒ 6
Lower Right Alignment: 1d9 ⇒ 9

Finally, the negative part of your future comes to us in the form of the Liar - who is a true match on the board, and thus of extreme importance. He stands for love at its most treacherous, and this is the worst place that he can appear. Make friends, but be wary of love - particularly the love of a father, I think, given that the Tyrant appeared just above it.

As for the rest of your spread... there are no lines in alignment or attribute, so the cards have nothing further to say for you, my pale friend. Overall, this is a tapestry of caution - but I believe the trial it suggests is one you can overcome.

---

Final Tapestry:

LN | NG | LG
NG | LN | LE
NG | LN | CE

Dex | Str | Dex
Str | Wis | Cha
Dex | Con | Cha

Locksmith | Keep | Dance
Keep | Queen Mother | Tyrant
Cricket | Brass Dwarf | Liar


Well, if you want practice.

As the short guy exits, another man enters. He smiles and sits.
I am on my way to a new place and a new experience. A bit of fortune couldn't hurt.

Primary stat for RP will be cha, though his Str and Cha are very balanced.


I was a bit confused by the order, but I guess you were doing lawful then neutrals then chaotic, rather than good, neutral, evil as I expected.

Kasyomnite makes wide eyes in wonder and surprise as the telling goes on, though the warning signs of caution from the cards make him from. "Wow, it's amazing what insight you can gain from these cards indeed. You mentioned chaotic good at the start, yet there was no card matching that. Does that mean anything? It seems like the two strongest influences are that of the repeated keep matching it's suit and the liar that also matches the board as well as the charisma you mentioned initatially. When I was younger it was said that I never gave up when I wanted to do something, no matter how great obstacles were put in place, that my desire to see things through was irripressible. This might be what the positive keep of the present tell of. I won't give up anything that's worth doing. The signs of the liar worries me though. Will my lost love come to haunt me even more? Will I be betrayed by those close to me? Will I find my father only to discover that doing so was a big mistake? Only one way to truly tell what the future will bring and that is to live it. Thanks for the words of caution. I'll be sure to keep them in mind."

So looking forward to meet Darth Wader now. My strongest card being one of my chosen traits is also really cool. Can the liar also symbolize his usage of illusion?


Rather, I was reading Past, Present, Future. XD Which means going down the columns instead of across the rows.


Hi GM! Just a couple small fixes on the submissions tab: Elemental Annihilator is the archetype for Geokineticist, and Feral Hunter is the archetype for Hunter. :) Thanks for including me on the list.


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Dommer wrote:
Hi GM! Just a couple small fixes on the submissions tab: Elemental Annihilator is the archetype for Geokineticist, and Feral Hunter is the archetype for Hunter. :) Thanks for including me on the list.

Wait...you mean the elemental AT is for the class that has elemental powers and the hunter one is for hunters? Dammit Paizo, why do you name these things so counter-intuitively? It's specifically to cause me trouble, isn't it?

Wanders off ranting.

Scarab Sages

It's ok. It happens to us all. Kinda like when my mind glitches out and spells "of" "ov"


@Tribim: Yyyyyup. XD Actually, I think I'll go ahead and get caught up on the both of you now...

Regin Ald's Harrowing:
Basic Info: Your alignment is Lawful Good - thank you, Paladin class - making the positive part of your past the most important space on the tapestry for you. Your chosen attribute is Charisma, represented by the Crown.

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

Oh, this is an auspicious beginning! The positive aspect of your past is represented by an aligned card - and in a true match, no less, as the Lawful Good card of Strength. It's not quite having a role card in the right spot, but heck if it isn't close! Perhaps unsurprisingly, it's the Paladin - which means standing fast against adversity. Your willingness to do so in the past was of immense benefit to you, particularly during your education...

Middle Left Suit: 1d6 ⇒ 5
Middle Left Alignment: 1d9 ⇒ 9

The uncertainty of your past, alas, is not quite as nice. In this place we see the Chaotic Evil card of Wisdom - the Lost stands for emptiness and loss of identity. Your paradoxical nature as a student may have immensely benefited you - the Paladin appearing there was very meaningful indeed - but in going against the normal teachings of your church and working to be so special, you did lose something.

Lower Left Suit: 1d6 ⇒ 3
Lower Left Alignment: 1d9 ⇒ 3

The negative aspect of your past is even worse. Here we see the Chaotic Good card of Constitution, but placed opposite its proper place - almost as negative as the Paladin was positive. You certainly don't do things by half measures, do you? Misaligned this way, the Desert tells of a passage with little hope. I dare say your aspirations in the church are not going to come to fruition - and your own behavior is the cause. Now, let us consider the present.

Upper Middle Suit: 1d6 ⇒ 3
Upper Middle Alignment: 1d9 ⇒ 5

The positive aspect of your present is filled by the True Neutral card of Constitution. The Teamster stands for driving external pressure - and its position in the top row tells us that these pressures are good for you, and that you will likely be stronger for having encountered them.

Middle Suit: 1d6 ⇒ 2
Middle Alignment: 1d9 ⇒ 8

The uncertainty of your present is marked by the Neutral Evil card of Dexterity. The Crows speak of the taking of loved ones or items, although its uncertain placement means it may not come to pass. Still, you'd be wise to be on your guard, for a crafty figure may be waiting to take some important things from you.

Lower Middle Suit: 1d6 ⇒ 3
Lower Middle Alignment: 1d9 ⇒ 1

The negative aspect of your present is filled by the Lawful Good card of Constitution - not good. The Trumpet is misaligned and speaks of power for power's sake. I do not know if this is someone else's desires affecting you - Zummabu's goals, perhaps - or your own pursuit of strength harming you, so you should be wary of any who feel that way.

Upper Right Suit: 1d6 ⇒ 3
Upper Right Alignment: 1d9 ⇒ 1

...Is what I want to say, but the cards have invoked the Trumpet for the second time in a row. It has reappeared in the positive part of your future, with its proper meaning of a declaration of power. I would still advise against seeking power for its own sake, but I dare say you'll have the opportunity to proclaim what power you do have... by, say, Smiting Evil?

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

The uncertainty of your future is represented by the Neutral Good card of Constitution. The Survivor speaks of a rebirth through ordeals, yet its uncertain placement means your success is far from fated. You must face these challenges yourself, without expecting destiny to come to your aid.

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

*Takes a long drink from a bottle of high-proof alcohol* @#$%. The Trumpet has shown up a third time, which is almost unheard of. This changes things. It's an opposite match, which makes it extremely important. It's an aligned card, which makes it more important still. And finally, this is the real kicker, it's at the intersection of two lines in same-attribute cards AND in aligned cards, with the attributes forming an arrow pointing to the lower right. Bad bad bad. Somebody in your life seeks power for the sake of power, now and in the future, and this is bad for you.

The right alignment line tells us that good is in your future, which is expected of Paladins, but the bottom alignment line says that this is bad for you. The same lines repeat in your attributes, focused entirely on your Constitution - your very life. Hammering the point home is a physical attribute line - Strength, Dexterity, and Constitution - pointing to that same lower-right intersection. Many, many parts of this tapestry say that the negative aspect of your future is prominent. Keep your coin - the cards have warned you, and you would do well to heed them.

---

Final Tapestry:

LG | NN | LG
CE | NE | NG
CG | LG | LG

Str | Con | Con
Wis | Dex | Con
Con | Con | Con

Paladin | Teamster | Trumpet
Lost | Crows | Survivor
Desert | Trumpet | Trumpet

Well, THAT was a ride. XD Let's see if Tribim's is more auspicious.

Tribim's Harrowing:
Basic Info: Your alignment is Chaotic Good, making the positive part of your future the most important for you. Your highest attribute is Dexterity, represented by the key.

Upper Left Suit: 1d6 ⇒ 5
Upper Left Alignment: 1d9 ⇒ 3

The positive part of your past is filled by the Publican, the Chaotic Good card of Wisdom. He stands for fellowship and camaraderie - the friends you've made should be valued.

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

The uncertainty of your past is told as the Dance, the Lawful Good card of Dexterity - an attribute card for you. It stands for staying in perfect harmony, but in the position of uncertainty, it means that you may not have been balanced the way you should have. Well, getting taken as a slave can do that.

Lower Left Suit: 1d6 ⇒ 3
Lower Left Alignment: 1d9 ⇒ 7

The negative aspect of your past is, alas, a true match - of extreme importance. The Tangled Briar - the Lawful Evil card of Constitution - says that ancient triumphs return... and this land has some very ancient triumphs indeed, does it not? Someone's successes - yours or others - have had a truly negative impact on your life thus far. Still, what of your present?

Upper Middle Suit: 1d6 ⇒ 6
Upper Middle Alignment: 1d9 ⇒ 3

A fairly decent reading! The Chaotic Good card of Charisma is the unicorn, and it means that what you seek is yours. If you are looking for freedom, friend, now is the time to pursue it... or perhaps you will be finding the treasures the wizard wants.

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

The uncertainty of your present, on the other hand, takes the form of the Paladin - the Lawful Good card of Strength. He speaks of standing fast under adversity, but in this uncertain position, he also means that your willingness to stand fast will be threatened. I dare say you will be exposed to danger in the near future, and must decide how to respond.

Lower Middle Suit: 1d6 ⇒ 4
Lower Middle Alignment: 1d9 ⇒ 9

The negative part of your present is the Chaotic Evil card of Intelligence. The Snakebite stands for poisonous powers or ideas. Remember the appearance of the unicorn - you will find what you seek, but that does not mean it will be a good thing. Avoid pursuing toxic things.

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

The positive aspect of your future is filled by the Neutral Good card of Constitution. The Survivor speaks of rebirth through an ordeal - a very auspicious omen indeed. Alas, it also suggests that what you seek may not be easy to find - but you will be better for it in the end.

Middle Right Suit: 1d6 ⇒ 2
Middle Right Alignment: 1d9 ⇒ 9

The uncertainty of your future lies in the Demon's Lantern, the Chaotic Evil card of Dexterity. It suggests an impossible situation - but in this position of uncertainty, it may be possible to avoid the situation, or find a way out that isn't obvious at first.

Lower Right Suit: 1d6 ⇒ 5
Lower Right Alignment: 1d9 ⇒ 2

Finally, the negative part of your future is filled by the Midwife - the Neutral Good card of Wisdom. She appears misaligned, here, and so speaks of dangerous new arrivals. Be wary of those you meet, and do not be too trusting of them.

There are no lines in your attributes, but there are two lines in your alignment. The first goes from upper left to bottom right - a tale moving from friends and comrades to standing fast under adversity, and then to dangerous new arrivals. I fear your existing friendships will be threatened and tested by what you face.

More usefully, there's a line of goodness in the top row, saying that holding fast to your morals, and avoiding corruption, will be of great benefit to you. You'll definitely want to heed that.

---

Final Tapestry:

CG | CG | NG
LG | LG | CE
LE | CE | NG

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

Publican | Unicorn | Survivor
Dance | Paladin | Demon's Lantern
Tangled Briar | Snakebite | Midwife


That was a ride! I kinda wish these were a part if actual gameplay.


Very nice Rednal, thank you for taking the time to do that, it seems like you have a knack! I hope that Tribim gets to see Saeri at work in the game! Yes that was an Unabashed plug ;)


Here is AZ's submission.


1 person marked this as a favorite.
Ingrid Vita Yuri wrote:
Here is AZ's submission.

She's on the list.

Scarab Sages

Samnell wrote:
Ingrid Vita Yuri wrote:
Here is AZ's submission.
She's on the list.

That was fantastic. :D


Here's my application! As the boards doesn't seem to be cooperating I'm simply going to drop it here in some spoilers.

Lucrecia Willow

About:
Religion: Tempus
Favourite food: Wine
Favourite real food: Grilled Fish
Length: 172cm
Weight: 70kg
Favourite Colour: Red

Backstory:
Bryn Shander; heart of the north, jewel of Icewind Dale never seemed like much in Lucrecia's eyes. From a young age she was convinced that there were more to life then fishbones. She wanted prestige, glory but - most importantly - power. Which, she reasoned, could only be found far away from the dump that was home. With every passing year her wanderlust grew until eventually her father, a merchant, agreed to take her with him on his trip south. When his daughter saw all the poverty, corruption and chaos that ruled much of the 'civilized lands' she would drop this foolish notions he figured. But Lucrecia had only eyes for the grand bazaars, the exotic circuses and the nobles clad in silk. The very next spring she packed her things and set out to find her fortune to the south.

Living in the cities was all that she had dreamed of. She had delicious drinks, skilled entertainment and company from all the corners of the world at her fingertips. But such a life drained her savings quickly and as her purse grew lighter and lighter she looked around for a way to earn her keep. Neither of the two obvious professions, banditry or prostitution, really appealed to her so she sought a third alternative. As it so happened, she came across a mercenary outfit looking to take in new recruits. Lucrecia signed on immediately. There she found a new passion to focus herself on - swordplay. But her stay with the sellswords was brief. The conflict they were contracted for ended sooner then anticipated and the newest members were discharged. But the skills acquired could be applied in a great many places; there was always some bloodshed brewing in the Realms.

She honed her profession all along the Sword's Coast trading silver for steel. But one thing was constant - her coins disappeared almost as quickly as she earned them. Not that she minded working - in fact, she loved her work - but it would be nice if her coins could stick around. She wanted to find the big score. And as fate would have it, there where whispers among the sellswords about faraway Unther - about her hidden riches and her crumbling state; the perfect soil for a mercenary to blossom! Without anything to tie her down she immediately set and swiftly, as swiftly as caravan travel allowed, she found herself in a strange land of sand and unfamiliar gods. There she thrived; there was always someone that needed someone else stabbed. And the fact that she had no bonds of loyalty in the land was frequently seen as a bonus. But she still hadn't made it big. Well, not until a reclusive wizard offered her a contract. Zummabu - brother of the regent. Score!

Sheet:
Human Fighter(Swordlord)|Bard()
CN Medium humanoid(human)
Init +2; Senses Perception +4

DEFENSE

AC 20, touch 13, flat-footed 17 (+6 armor, +2 dex, +1 dodge, +1 shield)
hp 12 (1d10+2; favured class bonus)
Fort +3, Ref +4, Will +2

OFFENSE

Speed ft. (30 ft. without armour)
Melee +6 Duelling Sword (1d8+4 19-20x2)
or +6 Duelling Sword (1d8+6 19-20x2 [2h])
or +5 Duelling Sword (1d8+6 19-20x2 [Pa])
or +5 Duelling Sword (1d8+9 19-20x2 [2h, Pa])

---Special Abilities---

Bardic Performance (6 rounds)

Spells Known (CL 1st; concentration +3)

1st 2/day DC 13— Dazzling Blade, Feather Fall
0 DC 12— Detect Magic, Mending, Mage Hand, Prestidigitation

STATISTICS

Str 18, Dex 14, Con 12, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Power Attack, Combat ReflexesFB, DodgeHB
Traits Sword Scion, Cautious Fighter
Skills Acrobatics (1) +6, Bluff (1) +6, Climb (1) +8, Diplomacy (1) +6, Intimidate (1) +6, Ride (1) +6, Perception (1) +4, Sense Motive (1) +4
Background Skills Perform(Dance; 1) +6, Perform(String; 1) +6
ACP: -3
Special Qualities: Fighter Bonus Feat, Human Bonus Feat, Skilled, Bardic Knowledge +1
Languages Illuski, Chondathan
Gear Duelling Sword, Breastplate, Buckler, Backpack, Hot Weather Clothes, Scroll of Cure Light Wounds, Daggers x4, Flail

The inventory isn't done yet, but hopefully that won't be a problem : )


Amarekashu the Bronze:

Amarekashu the Bronze
Male Human Scaled Fist Unchained Monk 1 - Dual Cursed Oracle of Dragons 1 Gestalt
Lawful Good Medium Humanoid
Initiative; +2 Perception +5
--------------------
Defense
--------------------

AC 16 touch 15 flat-footed 11 (Base +10 - Dex +2 - Monk +3 - Natural Armour +1)
hp 12
Fort +4 Ref +4, Will +2
--------------------
Offence
--------------------

Speed 30 ft.
Melee
To Hit - First Blow+6 - 1d6+6 Bludgeoning Damage - x 20 Critical
Second Blow - +6 - 1d6+4 Bludgeoning Damage - x 20 Critical

Magic

Level 0 - No limit per day - DC 13
Detect Magic - See magical auras, and divine their nature with time and study.
Read Magic - Read and study magical texts.
Create Water - Create pure water.
Stabilize - Stop a dying creature from passing on.
Light - Make and object shine like a torch.
Prestidigitation - Perform a variety of minor but useful tricks.

1st Level Spells - 4 per day - DC 14
Obscuring Mist - Create a fogbank to hide in.
Shield of Faith - Grants +2 Shield Bonus, scaling by 1 every 6 levels.
Bonus Spell - Cure Light Wounds - Heals 1d8 + level (max 5).

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

Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 16,
Base Atk +1; CMB +15; CMD 17

Bonus Feats
Improved Unarmed Strike - Allows unarmed attacks to lethal damage. Gained from Monk’s Unarmed Strike class ability.
Stunning Fist - Adds an effect to an unarmed strike. Gained from Monk.
Dragon Style - First Unarmed Strike per round has 1.5 Strength Bonus. When using this style you can also charge through allies, and ignore difficult terrain when running, charging or withdrawing. Gain a +2 against Paralysis, Stunning and Sleep effects. Gained from Scaled Fist Monk.

Feats
1st - Extra Revelation - Gain an additional Oracle Revelation (Draconic Resistances).

Traits
Get the Cargo Through - Having worked to transport cargo for Zummabu, Amar has picked up an additional 300gp.
Blood of Dragons - Grants +1 to Perception.
Two-World Magic - Add Prestidigitation to list of spells known.
Drawback Pride - When threatened, accused or insulted take a -2 penalty to Sense Motive and Diplomacy rolls.
Racial Traits
Dual Talent - Gain a second +2 to an attribute. Replaces both Skilled and the human Bonus Feat.
Skills Diplomacy +7, Disable Device+6, Perception +5, Sense Motive +4
Bonus Skills Linguistics +4, Craft (Food) +4
Languages Common, Draconic
Combat Gear -
Other Gear Masterwork Backpack, Canteen, Medium Tent (30 lbs), Bedroll (5 lbs), Blanket, Spider Silk Rope x 100ft
Coffee Pot, Cooking Kit, Halfling Trail Rations (7), Wandermeal (7), Coffee Beans (3 lbs), Chocolate (1 lbs), Beans (5 lbs), Chillies (1 lbs), Cumin (1 lbs)
Courtier’s Outfit x 3 , Hot Weather Outfit, Silver and Amethyst Torque (50 gp), Silver and Amethyst Earring (75gp), Dragon Themed Bronze, Silver and Amethyst Pectoral Plate (100gp), Perfume Kit , Grooming Kit , Shaving Kit, Soap.
Money 96gp 8sp 8cp
--------------------
Special Abilities
--------------------

Unchained Monk Abilities

Draconic Might - All Monk class abilities that usually use Wisdom instead use Charisma.
Flurry of Blows - Make an additional strike as part of a full attack at highest BAB.
Stunning Fist - Gain Stunning Fist as a bonus feat. Additional abilities unlock as levels progress.
Unarmed Strike - Gain Improved Unarmed Strike as a bonus feat. The damage also scales with level.

Oracle Abilities

Dragon Mystery - The powers of dragons are many and great…
- Breath Weapon - Once every five level breath a 30 foot cone of lighting, dealing 1d6 per two Oracle levels. A reflex save halves this damage.
- Draconic Resistances - Gain Lightning Resistance +5 and +1 Natural Armour.
Dual-Cursed - Dual-Cursed Oracles gain a permanent second curse, but also gain new abilities…
- Covetous - Become sickened unless wearing 25gp plus 100gp per level in fine clothes, gems and other adornments or be sickened, or if something worth 25gp times the character level is taken without consent become sickened for 24 hours.
- Wrecker - Held objects gain the Broken condition. Disable Device becomes a class skill, and non-magical traps can be destroyed with a touch.

Favoured Class Bonus - 1 Bonus Spell.

Appearance:
A tall, imposing man, Amarekashu stands at six and a half feet and is well build, with large arms and broad, powerful shoulders. His form is a little odd, with shorter legs than one might expect for someone his size and a longer torso packed with muscle. His skin is a glistening bronze that looks almost oiled. No one’s sure what colour his hair is, as he ritually shaves it from his person, but what patches remain tend to be dark.

Amarekashu has odd eyes, making him seem less human and with an unusual glow to them, making them almost look like a lizards. His voice is a deep, rolling tenor. Since he bathes often and tends to wear perfumes he has a pleasant scent, although it has an oddly metallic undertone.

With his physique and his pride it is not surprising that Amarekashu tends to wear revealing clothes that show both off, enjoying open robes and fines shoes or sandals in metallic colours and whites, which he uses his magic to keep fastidiously clean. He also wears a great deal of jewelry, showing off both his wealth and his ability to keep others from taking what is his even when he has them on open display.

Personality:
A proud man, Amarekashu believes firmly that he is truly something far more than he appears, and demands a certain respect. He believes such is his due and becomes angered when others insult or demean him. Despite this flaw, he is surprisingly disciplined, able to control his natural impulses in most regards. He believes in the rule of law, and only puts aside such laws when someone would be harmed by them.

On the other hand, he is greedy and covetous, desiring a certain amount of food and wealth. He enjoys eating, drinking and partaking in life’s pleasures. He enjoys displaying his wealth and prowess, but does not begrudge anyone else what is theirs. He is not a thief, and will only take what he can pay for or from those who attack him.

Amarerkashu is also somewhat self-indulgent and selfish, tending to think of himself first and doing what he wants. But he is also happy to help those he realizes needs it, and does not value his own opinion as any higher or better than others.

Background:
When it comes to Amarekashu there are few firm facts. What is known is that he was found by Zummabu some distance from the city, naked and in a crater that still crackled with power. Before that, even he himself knows little. He knew his name, and he knew - absolutely - than he was a bronze dragon.

The flaw in this argument being that he certainly does not currently look like one. There was no record found of a dragon of any kind matching his name, either. Clearly, then, he was not a dragon.

His counterpoint was to release a blast of lightning breath at the naysayer.

Clearly, Amarekashu was...something. His abilities were not entirely human. But then, their are many things that aren’t human, and many of them can do what he could. It was even possible he had the blood of a dragon, or one of the races related to them. Still, despite having no idea what had happened or how he had gotten there, Amarekashi held firm.

Zummabu took him back to the city and helped him enroll in a program to harness his abilities and teach him discipline. In truth, it took very little time, as it was more the situation than a lack of self control that had lead to his outburst, and in gratitude Amarekashu worked for Zummabu, guarding caravans and such. It gave him the chance to explore, looking for word of his past one way or the other, and brought in coin - which, in typical draconic fashion, he used to purchase gems and finery suitable to his station.

Now Zummabu has asked for his help, and Amarekashu is willing to give it.


Wow, I hadn't seen scaled fist before. They finally did it eh? That's incredible. It'll make all those gestalt build with sorcerer, summoner and paladin much more viable and those were already quite popular.


Need to put the actual skill breakdowns in, but all the skills listed are at 1 rank.

Haytham Raventree Stats:
Male Cleric (Red Knight) 1// Slayer 1
LN medium humanoid (elf, human)
Str 14, Dex 10, Con 13, Int 12, Wis 18, Cha 14
Base Attack +1, CMB +3, CMD 13
AC 18, Touch 10, Flat-footed 18
Fort +3, Ref +2, Will +6
HP 11 (1d10 +1)
Speed 30ft
Init +0

Attacks: Longsword (+3, 1d8+2, 19=20/x2)
Heavy Spiked Shield (+3, 1d6)
Dagger (+3, 1d4+2, 19-20/x2, 10ft)
Light Crossbow (+1, 1d8, 19-20/x2, 80ft)

Feats: Skill Focus (Stealth)(B), Power Attack

Traits: Missionary(campaign, +1 to Knowledge(Religion) and always class), Shield Trained (religion, shields are simple weapons and heavy shields are light weapons)

Skills: Diplomacy, Knowledge(Religion), Perception, Ride, Stealth, Survival
Background Skills: Knowledge(History), Linguistics, Profession(Gambler), Profession(Soldier)

Languages: Chessentan, Elven, Illuskan, Mulhorandi, Utheric

Spells: Cleric (0th – 3, 1st 2+1)
Memorized:
0th – Light Magic, Mending, Read Magic
1st – Bless, Divine Favor, Magic Weapon

Special Attacks: Channel Energy (1d6, 4/day), Studied Target +1

Special Qualities: Adaptability, Domains (Nobility(Leadership), War (Tactics)), Elf Blood, Elven Immunities, Inspiring Command 7/day, Keen Senses, Low-Light Vision, Seize the Initiative 7/day, Track +1

Combat Gear: Longsword, Heavy Spiked Wood Shield, Dagger, Light Crossbow, 20 Bolts

Other Gear: Breastplate, Cleric's Kit (Holy Symbol Upgraded to Iron), 9 GP

Haytham Background:
Haytham is a scion of the noble Raventree family of Waterdeep, the result of the patriarchs tryst with an elven woman. Born out of wedlock and left on the doorstep of the Raventree tower, he never really fit with the rest of the family. When it came time to learn a profession he was given over to the church of Tempus, but here too he was an outsider. It was the library and gaming rooms of the Red Knight's small clergy that he found acceptance. Haytham's masters in the church of Tempus turned him over to their sister order and he finally had a home. His regimented mind and dedication to puzzles and strategy put him on the fast track up the clerical ranks, but to truly ascend he would have to serve as a soldier.

Training with the rangers and trackers of the city guard, Haytham learned the skills of a scout and skirmisher but always preferred the shield wall. Once he was discharged from basic training he joined was assigned to a church mercenary contract headed to the old empires. This was how he found himself in Unther.

Been thinking about how Haytham knows Zummabu and I think I found a simple one: Haytham's a mercenary and a priest of the Red Knight, he's for sale as an adviser to anyone requiring strength of arms and tactical know how. And, since he's clergy, you can count on him to stick to a contract. So, Zummabu dropped a few coins to keep him around for (insert adventure hook here).


Ya i saw that an drew wanted to retweek my character, but it doesn't s tack with tetori


And the doc is updated again.


Minor Edit: Chondothan is known, not Chessentan.

Knew something was bothering me before I hit submit but couldn't place what...


Almagafor wrote:

Minor Edit: Chondothan is known, not Chessentan.

Knew something was bothering me before I hit submit but couldn't place what...

God-King Gilgeam decrees twenty-five lashes. Nothing big. :)


*Zapp Brannigan impression* Lash me lower, lower, TOO LOW... lower...


MordredofFairy's submission, here. (Game of the Character died, so reusing the profile and posting with the alias. Would be a similar personality as before, so it's doubly fitting.)

Still working out some details with the background, but I wanted to give a sign of life :) I'll come in close to the end of recruitment, but conceptually, it's all done.
I also good a pretty accurate idea of the background, but need to actually type it, which will need to wait until a bit later.

One question arose with traits:

I would like to take the Drawback "Occult Bargain", with the Trait "Marked by Unknown Forces", both are not very strong by themselves, so I rather see them as flavorful hooks.
IF picked, would you be willing to work something out there, something that makes sense in the story? That is, work with the hooks provided?

Or should I rather pick the "alternate" set of Mark of Slavery/Dangerously Curious?
Story-wise, all 4 will make sense, it's only a question of which aspects will have mechanical influence

Scarab Sages

Countdown to closing had begun! 13.25 hours remaining!


"So we have what 3 to 5 openings and say 14 entries.
So about a 21% to 36% chance of being any one to be selected or you could say a 1 in 5 to a 7 in 20 chance."

Scarab Sages

Sounds about standard for a pbp.


You can't really use probability like that though, since these aren't equally likely independent trials. Odds are he'll make his choices based on what characters he wants in his game the most. That'll depend on a lot of factors, though primarily those mentioned in the very first post. If you manage to make him excited enough about your character you'll make it in regardless of how many others are applying.


Kasyomnite Farcaller wrote:
You can't really use probability like that though, since these aren't equally likely independent trials. Odds are he'll make his choices based on what characters he wants in his game the most. That'll depend on a lot of factors, though primarily those mentioned in the very first post. If you manage to make him excited enough about your character you'll make it in regardless of how many others are applying.

"But do we have ALL the factors, likely not.

We also don't know how much weight each factor has in decision.
Thus it may be best to normalise every factor to 1, and use basic probability."

RPing the character some here

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