Delve into the Zolurket Mines! (Inactive)

Game Master bigrig107

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You have all heard the rumors. An abandoned dwarven mine dug far below the ruined citadel of what was once Tar-Urkatha, full to the brim of undiscovered treasures enough to make anyone a king. A formerly imposing dwarven fortress reduced to ruins and infested with gnolls that guard the entry ways deeper into the mines.

Each of you received the same letter: a 'Truther & Trathis Mining and Excavation Company', based out of Katapesh itself, has put out a somewhat significant amount of gold and treasure in reward for aiding their attempts to breach the mine and recover a lost member of one of their earlier expeditions. Even for those of you not driven purely by money, there's plenty of power and artifacts and anything else you might desire inside the dwarven mountain mine.

Given the nature of the mines, rumored to be full of all sorts of nasty undead, experience with the unliving is expected and appreciated. Although of course you'll have to deal with the living gnolls holding the entrance first, the offer letter says.

Build Rules:
Level: Gestalt 3. You should be a somewhat experienced adventurer, with a few excursions under your belt. If you aren't sure about any gestalt interactions or rules, feel free to ask me!
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Alignment: any, but I don't want a CE party wrecker character.
Classes: any Paizo, minus Antipaladin.
Races: any and all 'normal' Paizo ones are accepted, as the miners aren't picky.
Traits: three, with one being linked to your background. Make it work flavor wise, be fun with it!
Wealth: 3,000 gold.

Background Questions:
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?

Beyond just this, you need to make sure you explain why your character is in Katapesh, and how much general knowledge they have of the area.

I'll be taking 3 players, and the recruitment will be open for roughly two weeks, ending on Wednesday, November 2nd, or earlier if I get enough interest to make a decision earlier. I'll let you know ahead of time if I change the date.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

How long do you expect this campaign to run? About the length of a single "module"? Multi-part arc? Full on AP length mega-adventure?


The first part would likely be around as long as a module, but I do plan for it to extend into a full length mega-adventure to finally reclaim the mines for…someone. Who that is remains to be seen, of course.

Just read Dungeons of Golarions and I loved the setting, had to try my hand at it!


Do you use background skills? I really like how they can flesh out the background. People will probably ask about other things like Elephant in the Room.


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Oh, I thought I had that in the character creation details. Adding them now!

Edit: can't edit original post, so yes, we will be using background skills and Elephant in the Room


At least temporarily inspired for a Cleric (Ecclesitheurge) / Unchained Monk (Soul Shephard) of Pharasma.

Destroying undead is the mission.

We'll have to see how far inspiration takes me. The Archetypes are simply initial thoughts.

So, you linked to the original EitR article and not the current version 3 of the rules. I don't think it will bother me either way, but did you mean to go specifically with the original version?


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I didn’t know there were other versions, but whichever is more up to date is what I’ll be using.

I’ve only just begun using them, so it’s taking a bit of learning.


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I also didn't know there was a version 3 of the rules. I think I found that version here.


Oh boy! This is a setting I haven't played in before. I'll have some reading and character work to do tommor- today technically. The only thing I know is I'll be making a beefy boi.


GM of the Mines wrote:
You have all heard the rumors. An abandoned dwarven mine dug far below the ruined citadel of what was once Tar-Urkatha, full to the brim of undiscovered treasures enough to make anyone a king. A formerly imposing dwarven fortress reduced to ruins and infested with gnolls that guard the entry ways deeper into the mines.

What is the timeline on this? Could one be a surviving dwarf?

Grand Lodge

I think I have a build in mind!

The Exchange

Pathfinder Rulebook Subscriber

This looks awesome, I will definitely be submitting something <3


Oh dear... Gestalt :)

I am thinking maybe a Zen Archer Monk/Inquisitor could be an interesting ranged character with a TON of options for mine exploration, knowledge, survivability, and of course - rooting out evil!

Not sure it 'gains' that much from the Elephant in the Room rules though. Will mull things over.


Ellioti wrote:
GM of the Mines wrote:
You have all heard the rumors. An abandoned dwarven mine dug far below the ruined citadel of what was once Tar-Urkatha, full to the brim of undiscovered treasures enough to make anyone a king. A formerly imposing dwarven fortress reduced to ruins and infested with gnolls that guard the entry ways deeper into the mines.
What is the timeline on this? Could one be a surviving dwarf?

The mine has been abandoned by the dwarves since roughly two thousand years ago, so no. A descendent of a survivor, yes, but you’d only have vague stories past down through several generations.

The gnolls are a more recent infestation, havjng happened only over the past fifteen to twenty years.


Well, I'm definitely intrigued!

Question: what constitutes a 'normal' race?
Do you mean just core races, or races that are common to most games (which may or may not include aasimar/tiefling, depending on who you ask), or races in the 'standard' category based on the point buy in the advanced races guide, or races that do (or can) look human (which rules out things like catfolk or tengu but would allow kitsune or skinwalkers)?


I should have been more specific on that, my apologies. Anything in the core, featured, or uncommon races of the Advanced Race Guide is fair game, although some races are obviously going to be a harder sell than others.

I care more about how you make all of the pieces of the character fit together than about the specific race.


GM of the Mines wrote:

I should have been more specific on that, my apologies. Anything in the core, featured, or uncommon races of the Advanced Race Guide is fair game, although some races are obviously going to be a harder sell than others.

I care more about how you make all of the pieces of the character fit together than about the specific race.

Drat! There goes my Gargoyle Paladin|Vigilante


Philo Pharynx wrote:
GM of the Mines wrote:

I should have been more specific on that, my apologies. Anything in the core, featured, or uncommon races of the Advanced Race Guide is fair game, although some races are obviously going to be a harder sell than others.

I care more about how you make all of the pieces of the character fit together than about the specific race.

Drat! There goes my Gargoyle Paladin|Vigilante

If you were planning on making Batman, I have a feeling he wouldn’t be a Paladin.


I have a couple ideas that I’m thinking about but I don’t know anything about the adventure (beyond the original post above) and I’m wondering if maybe you (GM) could give us a little bit more of an idea about what kind of feel your going for?

Like, one idea is for a paladin of sarenrae/dervish dancer bard who would be motivated by killing undead, not any treasure… would that fit what you’re going for? Or, another idea is a fighter/investigator who’s really a dungeon delver(/tomb raider) and can find/disarm traps and whatnot but doesn’t really care about undead other than seeing them as another obstacle to overcome when exploring ruins. Is that a better fit or worse?


It’s not actually an adventure at all, it’s just plot hooks and a map of the entire megadungeon left behind in Dungeons of Golarion for GMs to use for their own homebrew campaigns.

I have a general idea on the layout of the first ‘quest’ that the game will start with, but the rest of the campaign will be tailored to the group I end up with. I am fine with both approaches to the mines and think that tension between the Holy Warrior and the Greedy Mercenary (if done well) can make a campaign experience rich and rewarding.


Hmmmm....I have only tried Gesalt once a bit ago. It didn't last long....2 weeks you say...time to brew!

Thank you for running!


If I can find enough time to create a character this week, I would be interested in submitting a Paladin/Oracle of Abadar. Not sure on race yet. He will be interested in learning of the old dwarves and their lost secrets and why their great civilization fell.


GM of the Mines wrote:
I have a general idea on the layout of the first ‘quest’ that the game will start with, but the rest of the campaign will be tailored to the group I end up with. I am fine with both approaches to the mines and think that tension between the Holy Warrior and the Greedy Mercenary (if done well) can make a campaign experience rich and rewarding.

Cool, thanks. I've been thinking about it and I'm already playing a holy warrior in another campaign so I think I'm going to go the other direction and build more of a tomb raider type, maybe a fighter/investigator but I'll have to look at some things to be sure. I have kind of a busy weekend so I'm not sure how much progress I'll make, but I'll get to work.


And now I have kind of a skeleton of a build.

Zeriax:

Zeriax
Male garuda-blooded aasimar (plumekith) inquisitor of Erastil 3/monk (qinggong monk, zen archer) 3/gestalt
NG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Wis)
hp 30 (3d8+12)
Fort +6, Ref +5, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +4 (1d6+2)
Ranged or
. . mwk composite longbow flurry of blows +7/+7 (1d8+2/×3) or
. . mwk composite longbow +6 (1d8+2/×3)
Special Attacks flurry of blows, perfect strike 0/day, studied target +1 (1st, move action), zen archery
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—see invisibility
Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect alignment
Inquisitor (Ravener Hunter, Sanctified Slayer) Spells Known (CL 3rd; concentration +6)
. . 1st (4/day)—cure light wounds, divine favor
. . 0 (at will)—create water, detect magic, disrupt undead, guidance
. . Mystery Battle
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 13, Wis 17, Cha 8
Base Atk +2; CMB +4 (+6 grapple); CMD 19 (21 vs. grapple)
Feats Combat Expertise, Deadly Aim, Demon Hunter[ISWG], Improved Initiative, Perfect Strike[APG], Point Blank Master[APG], Power Attack, Precise Shot, Toughness, Unarmed Combatant
Traits dangerously curious, fate's favored, resilient
Skills Acrobatics +10 (+14 to jump), Climb +6, Craft (bows) +9, Fly +4, Intimidate +0, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (planes) +5 (+7 to know the powers and abilities of demons), Knowledge (religion) +5, Linguistics +3, Perception +9, Sense Motive +10, Stealth +8, Survival +9, Swim +6, Use Magic Device +6; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Draconic, Gnoll, Undercommon
SQ demon hunter, fast movement, finesse weapon attack attribute, monster lore +3, revelation (war sight), slayer talent (battle), stern gaze +1, track +1
Other Gear mwk composite longbow (+2 Str), masterwork backpack[APG], masterwork bowyer tools
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Demon Hunter +2 to recognize worshippers of deities with the Demon subdomain.
Demon Hunter Gain Knowledge and combat bonuses vs. demons
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Perfect Strike (2d20) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
War Sight (Su) Take your choice of 2 initiative rolls.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

I know it is not optimal for a gestalt - both classes are 2/3 BAB and only max 6th level caster, but hopefully it combines the skill set of an Inquisitor with the good ranged capabilities of the Zen Archer. Looking to get a versatile character. Still need some gear, spell choices and fluff of course. Just to give an idea of what the general plan is.

Grand Lodge

I'm thinking of probably a Halfling Inspired Blade Swashbuckler/Bard, and go more of the knowledgeable duelist; or a Bard//Oracle/Monk for all the knowledges and some in combat utility/buffing, while staying close to the frontlines to support the heavy hitters.


Diamondust wrote:
If I can find enough time to create a character this week, I would be interested in submitting a Paladin/Oracle of Abadar. Not sure on race yet. He will be interested in learning of the old dwarves and their lost secrets and why their great civilization fell.

Missed this, but you have plenty of time beyond just this week. About a week and a half, actually.


Cool. Gonna shoot for a Dwarven Cleric/Fighter on this one.

Grand Lodge

Another quick question, for funsies. Could I gestalt say, Warrior/Adept NPC classes?


You technically could, but that’s probably not the power level I’m looking for.

These mines haven’t been thoroughly explored in at least hundreds of years, if not more. I doubt any mining company would hire an adept for something like this.

Grand Lodge

No problamo! I was asking for a fun, oddly competent NPC build. I have other ideas floating in my head, so no worries!

Grand Lodge

Okay, I'm thinking now of a wizard/sorcerer build. I should have something up soonish!

The Exchange

Pathfinder Rulebook Subscriber

Meet the bold adventurer Ulam Cragson! He is an Aasimar Monk/Sorcerer gestalt who looks to buff himself and his party before finishing in melee range. If the game goes long enough I hope to take the Dimensional Agility feat chain for fun teleport games.

Background Questions:

1. What is your character’s name?
Ulam Cragson

2. How old is your character?
34

3. What would somebody see at first glance?
While other Aasimars often get lustrous features, Ulam's Plumkith heritage has granted him both amber eyes with slitted pupils and the puckered complexion of a plucked chicken. He is also completely bald. Because of this he keeps most of his skin hidden under a travel worn brown cloak, a long sleeved white tunic, and leather gloves. The haft of a short bladed weapon can be seen poking through the cloak always close at hand.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
When Ulam speaks it is hard for him to keep his arms and hands still, despite how much he may try. The more excited he is, the worse it gets. His parents used to tease him that it looked like he was about to fly away.

5. Where was your character born? Where were you raised? By who?
Ulam doesn't know where exactly he was born, all he knows is that he was traded to his dwarven parents (though his parents would lay 'rescued' not traded) from a merchant in Cheliax.

6. Who are your parents? Are they alive? What do they do for a living?
Ulam's parents are Broxidon and Martha Cragson. They are traveling merchants who transport rare and exotic luxury goods throughout the Inner Sea region. Both are very much alive and still working.

7. Do you have any other family or friends?
As a bit of a nomad, Ulam doesn't have many long term relationships outside of the traveling caravan. However he does have many acquaintances in the cities they would regularly stop at.

8. What is your character’s marital status? Kids?
Unattached with no children.

9. What is your character’s alignment?
Neutral Good

10. What is your character’s moral code?
To treat life with reverence.
To protect those in need.
To strive for personal improvement at all times
To bravely face adventure where one finds it
11. Does your character have goals?
Ulam is always seeking out great teachers to learn from. He would like to found an adventurer's academy but that is a long way off.

12. Is your character religious?
He worships the god of his adoptive parents, Torag.

13. What are your character’s personal beliefs?
While most of the consequences of his personal beliefs are expressed in his moral code, Ulam has a deep and personal hatred of slavers, and the places where it is legal given the circumstances surrounding his adoption.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Ulam is generally an easy going Aasimar who is comfortable interacting with people from all over the Inner Sea. He tries to remain upbeat and optimistic in order to keep his traveling companions morale high. Teamwork makes dreams work.

15. Why does your character adventure?
Ulam views adventure as a personal test and as a way to improve his skills. It is almost a moral obligation for him, so long as the end results would not bring about greater damage to the community.

16. How does your character view his/her role as an adventurer?
Ulam's training has given him a fair amount of physical confidence. He does his best to avoid drawing weapons but when the need arises he tries to close fast and not give the enemy a chance to harm anyone.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Apart from the rough skin of a plucked bird, Ulam has a tattoo of a scorpion on his chest, but it is rarely ever seen.

18. How does your character get along with others?
Ulam values group harmony, as learned while spending many long hours riding in wagons. He tries to subsume small disputes and play peacemaker in order to serve the group's goals.

19. Is there anything that your character hates?
Slavers, and dishonest brokers.

20. Is there anything that your character fears?
Spiders, big or small. They churn his stomach.

Rough Sheet:

Ulam Cragson
Male Aasimar UC Monk 3/ Empyreal blooded tattooed Sorcerer 3
NG Medium Outsider
Init +8 ; Senses Perception +12
--------------------
Defense
--------------------
AC 19, touch 19, flat-footed 10 (+0 armor, +4 Dex, +4 Wis, +1 Dodge)
hp 28 (3d10+6)
Fort +5, Ref +8, Will +8
--------------------
Offense
--------------------
Speed 40 ft
Melee Mwk Waveblade: +9, 1d6+4(18-20 x2)

Sorcerer Spells Known (CL 3rd; concentration +9)

. . 1st— Mage Armor, Ray of Enfeeblement, Bless, Liberating Command
. . 0 (at will)—detect magic, ghost sound, read magic, ray of frost, prestidigitation

--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 10, Wis 18, Cha 8
Base Atk +3; CMB +3; CMD 17
Feats Weapon Focus(Waveblade), Slashing Grace, Dodge, Deflect Arrows, Stunning First
Traits: Adopted(Tunnel Fighter), Focused Mind, Defensive Strategist
Skills Acrobatics +10 , Bluff -1, Climb +4, Diplomacy -1, Disguise -1, Fly +4, Handle Animal +4, Heal +6, Intimidate -1, Perception +12, Ride +4, Sense Motive +12, Stealth +8, Survival +4, Swim +0, Use Magic Device +3
Languages Common, Celestial
SQ
Combat Gear: Cloak of Resistance +1, Spell Component Pouch, wand of cure light wounds(50 charges) x2 potion of cure light wounds, Traveler's anytool, monk kit, x3 alchemist's fire, x3 holy water
--------------------
Special Abilities
--------------------
Evasion
Flurry of Blows
Tattoo Familiar (Green String Scorpion)
Ki Pool(5 points)

I may need to tweak this sheet after I put it into herolab. I am at work currently so I cant use it to double check all the modifiers, but all of the essentials should be correct.


Ooooh, I remember trying to make an adventure based on this... It'd be super interesting to see what someone else does!

I'm thinking Cavalier/Slayer, a proper bodyguard type for the squishier party members.


Hey GM of the Mines, unfortunately I will be bowing out of the recruitment - wish you a great game, and thank you for running!


I said Cavalier/Slayer... I made a Cavalier/Slayer. Teamwork Feats? Bodyguard? Hitting people in the face with a big stick? How about all of the above?

Samira Jubadai:

Samira Jubadai
Female Human Vanguard Slayer/Sister-in-Arms Cavalier 3 (Gestalt)
LG Medium Humanoid (Human)
Init +2; Senses Perception +6
—-----------
Defense
—-----------
AC 20, Touch 11, FF 19 (+9 Armor, +1 Dex)
HP 31 (3d10+9)
Fort +5, Ref +4, Will +3
—-----------
Offense
—-----------
Speed: 20 ft
Melee: MWK Falchion +8 (2d4+6/18-20)
Special Abilities: Challenge (+1 1/day), Studied Target (+1), Sneak Attack (1d6), Tactician (4 rd, 2/day)
Spell-Like Abilities (CL 3rd)
3rd-Light
—-----------
Statistics
—-----------
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk+ 3; CMB +7; CMD 18
Feats: Step Up, Iron Will*, Escape Route^, Duck-and-Cover^, Press to the Wall, Bodyguard*
(^ = Tactician Feat, * = Bonus Feat)
Traits: Helpful, Ever Home, The Lantern Bearer
Skills: Climb +5, Diplomacy +8, Handle Animal* +8, Intimidate +8, Perception +6, Profession (Sailor)* +6, Ride +2, Swim +5
Languages: Common, Osiriani
SQ: Lookout, Order of the Dragon* (Aid Allies), Order of the Lion (Lion’s Call)
Combat Gear: MWK Plate Armor (1650), MWK Falchion (375), Fighter’s Kit (9 GP), Traveler’s Any Tool (250), Sleeves of Many Garments (200), Warhammer (12 GP), Potion of Cure Light Wounds x2 (100 GP), Potion of Remove Sickness (50 gp), Oil of Magic Weapon (50 gp)

Background Questions:

1. What is your character’s name?
Samira Jubadai!

2. How old is your character?
Twenty-three years of age.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visual equipment)?
Samira is about average height for a Garundi Woman, five foot ten. Dark skinned with a muscular frame, and only a small amount of body fat. Brown eyes framed by high cheekbones and hard features. Short cut, generally unruly hair topping her head. Contrasting it, she wears high quality full-plate armor. A large curved blade of similar quality rests on her back, and on her hip is a plain warhammer.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
She speaks with an obvious Osiriani accent when not speaking the actual language. Her manner of speech tends to be blunt and to the point, not dancing around whatever she’s trying to say. There also tends to be a lot of arm gestures when she talks to emphasize whatever she says.

5. Where was your character born? Where were you raised? By who?
Samira was born in the city of Totra in Osirion. She spent her early life traveling all across the Inner Sea and Northern Garundi coast aboard her parents ship, visiting many different ports.

6. Who are your parents? Are they alive? What do they do for a living?
Idqa and Dadk Jubadai. Her parents were spice traders, making their wealth by selling wares all across the Inner Sea. They’re still alive, retired now in their home of Totra, given money from her brother’s continued work at the business.

7. Do you have any other family or friends?
She has one brother, Tutan Jubadai, who took over the family’s spice trade after they retired. The two are not on good terms, having fought over how to handle the business. She has other family members scattered across Northern Garund, as well as friends she’s made during her work.

8. What is your character’s marital status? Kids?
She is not married, nor does she have kids. At some point in the future, she’d like to settle down. That moment isn’t now though, she’s still got money to make as a mercenary and adventurer.

9. What is your character’s alignment?
Lawful Good.

10. What is your character’s moral code?
If you give your word to do something, you do it. You don’t give your word lightly, friviously. Do your best to do what you say you will do. Even if you end up failing, you can at least say you gave it your best. There are many ways of getting by in the world, others need not suffer so you can thrive.

11. Does your character have goals?
Make more money than her greedy brother, through more honorable means. Make the Jubadai name famous, through glory and good deeds. Not famous because they’re the guys who scammed you.

12. Is your character religious?
Samira worships the Osirian Pantheon as a whole, paying lip service to the necessary god or goddess as the need arises. She is not overly religious, not seeing the need to dedicate her life to any one of them. Rather, she can just live a generally good life, and that should handle the it.

13. What are your character’s personal beliefs?
Honesty is one of the greatest virtues someone can have. While you can perhaps gain an advantage with lying, it ultimately is a selfish advantage. It comes at the cost of the other. Ultimately, it is through aiding one another that everyone grows and thrives. Those who already have much, and cheat to gain more, are held in the highest contempt. Like her brother.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Samira is the odd combination of brutally honest and very nice. She’ll tell someone what exactly she thinks, and then asks how she can help. This can lead to people not liking her, and she never really understands why. Surprisingly naive, most of the time if someone tells her something, she’ll believe it.

15. Why does your character adventure?
To try and make up for the harm her brother causes with his underhanded business practices. To bring honor and glory to the Jubadai family name. To be able to rub it in her brother’s face when she’s richer and more famous than he’ll ever be.

16. How does your character view his/her role as an adventurer?
She is big, she is tough, and she has a big sword. Get in the front, and protect those she’s with. Be the strong foundation point upon which everything else can anchor itself. Whether that be tactically, strategically, or socially.

17. Does your character have any distinguishing marks (birthmarks, scars, deformities)?
The easiest way to identify Samira is by her tattoo. A stylized sun, done entirely in white ink, surrounding her left eye. It covers up scar tissue from a rather unfortunate encounter when she was younger.

18. How does your character get along with others?
Samira herself thinks she gets along with people great. If they’re honest, she’ll get along with them just fine. Other people tend to have problems with her brutally honest nature.

19. Is there anything that your character hates?
Liars, thieves, con artists, and extremely confined spaces.

20. Is there anything that your character fears?
Slimy things. It doens’t matter if it’s an eel, a slug, or even poorly made noodles. She absolutely cannot stand anything like that. This ties back to an event in her childhood, where she got on the wrong side of an electric eel.


I'm out. Inspiration didn't hang around long enough for me to get the character fully built, and I have reached no real enthusiasm for the concept.


I’m sorry to see you go, but if you do have a strike of inspiration, there’s still a week or so left. Feel free to jump back in whenever!


I'llrith, Wizard/Sorcerer at your service!

I'llrith Questions:
1. What is your character’s name?
I'llrith

2. How old is your character?
25 years of age

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Standing about a head taller than the average man, at a distance I'llrith can be confused as a tiefling with his ember colored skin. Hair, a vibrant read at the roots, gradually turns to a soot black at the ends of his waist length hair. Tattoos of various creatures cover his flesh, with the most prominent being the large scorpion on his back. Dressed in simple woolen robes, the ifrit keeps a simple haramaki on, protecting his stomach, with the decorations from his schooling. At his side, is a simple dagger, and he usually has a sturdy staff that he uses as a walking stick.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Orsiriani is his main tongue, but he can speak multiple languages with a somewhat thick accent. He is blunt with his speech, but seems to wear his heart on his sleeve, doing his best to care for those less fortunate than he.

5. Where was your character born? Where were you raised? By who?
Being an Ifrit born in Katapesh, I'llrith was sold to someone in the Nightstalls as a slave, yet one woman who acted as an older sister by the name of Haleen looked after the boy.

6. Who are your parents? Are they alive? What do they do for a living?
I'llreith does not know who his biological family is, but considers Haleen his adoptive mother.

7. Do you have any other family or friends?
Unfortunately, he does not know about any other family. Most of his friends were made in the Acadamae in Korvosa, all who decided to stay after its queen was usurped.

8. What is your character’s marital status? Kids?
While not married, I'llrith has been in a long term relationship with a traveling bard Auriea, and sends letters about his travels and findings.

9. What is your character’s alignment?
I'llrith is Neutral Good, and follows guidelines very similar to those who follow Sarenrae.

10. What is your character’s moral code?
Live and let live, with a proper chance of redemption, unless it is not feasible.

11. Does your character have goals?
I'llrith wishes to learn about the past, specifically how past cultures dealt with magics.

12. Is your character religious?
He is not religious, but does not discriminate those who are.

13. What are your character’s personal beliefs?
Knowledge is what keeps the world advancing, and that proper use can be used to better society as a whole. If someone has the capacity to learn or be redeemed, help them as best one can.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He is quite optimistic, and will sometimes let an idea lead him into situations he didn't think about in the heat of the moment.

15. Why does your character adventure?
Haleen was his inspiration to become an adventure. Her words of encouragement drove him as a child to continuously learn about the world, and its histories.

16. How does your character view his/her role as an adventurer?
I'llrith isn't the strongest, or the most physically inclined, but his knowledge and ability to study is a vital tool for historical and literary research.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
I'llrith is covered from head to toe in tattoos, and is missing his left ring finger at the first knuckle.

18. How does your character get along with others?
I'llrith likes to be around others, though might not speak much unless on a subject he loves. He can get annoyed, but will become snippy if that were to happen.

19. Is there anything that your character hates?
Slavery with no possibility to be free is what he hates the most.

20. Is there anything that your character fears?
He absolutely fears going back to the Nightstalls, whether as a client or as a slave.


Character Idea: Jinx Witch/Living Tome Inquisitor. Peri Blooded Aasimar.
Pulled on one side by their mischievous Patron, and the other by their Holy Calling
Intended Progression: Bloatmage on Witch side


This is Dorian Grey's submission.

It has been a while since I made a gestalt character, so please let me know how he looks.

Thank you!


Lawrence Skarney wrote:

Character Idea: Jinx Witch/Living Tome Inquisitor. Peri Blooded Aasimar.

Pulled on one side by their mischievous Patron, and the other by their Holy Calling
Intended Progression: Bloatmage on Witch side

Questions:
1. What is your character’s name? Belatri Ignar

2. How old is your character? 35
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Belatri has fiery red hair and a tall, fat build. Her eyes are a yellow embers.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? She carries the holy scripture of Sarenrae bound in chains across her waist, and a Black Mongoose coiled around her neck.
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids? Single no kids.
9. What is your character’s alignment? NG
10. What is your character’s moral code? She follows the teachings of Sarenrae as best as she can but sometimes falls to the desires of her impish patron.
11. Does your character have goals? She wants to burn do enough good to counteract her evil failings.
12. Is your character religious? Heavily
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Belatri is arrogant and optimistic in the face of evils she can beat or burn. She's paranoid when it comes to the evils that haunt her within.
15. Why does your character adventure? She finds it to be the most effective way of routing out evil.
16. How does your character view his/her role as an adventurer? She's a purifier and a redeemer. She aids her allies with healing abilities and smites her foes with righteous fire.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? She has branded her forehead with wings of fire.
18. How does your character get along with others? She does her best.
19. Is there anything that your character hates? Evil. Figs.
20. Is there anything that your character fears? Falling completely.
Beyond just this, you need to make sure you explain why your character is in Katapesh, and how much general knowledge they have of the area.(This merits more research. I'll return to this question later as I'm working)


Hello! Please find my submission for Yasmin al Akbar and her Roc companion Crag. Yasmin is a Halfling Hunter|Swashbuckler (Mouser). Conceptually, she's whirling dervish meets mythical beast from Middle-Eastern lore! Yasmin focuses on being a practitioner of mounted combat, but has the option of using her mouser abilities to move into enemy squares. Flavorwise, I imagine this as potentially leaping "onto" the opponent, since my character and the enemy would share the same square!

Background is in the alias. I attempted to answer most of the suggested background questions through the narrative.


I can relate to the inspiration issues. Gestalt characters give me decision paralysis!

I'm working on a Shifter/Shaman. My vision currently is an Oread who has a spiritual reason to want to get into the mines. I keep wanting to apply stone-related archetypes and class options because they fit thematically, but they are either redundant or just seem like really poor mechanical options. I'm evaluating if I want to go with just vanilla classes and an unrelated spirit, but if I do that, my Oread seems like a poor choice. So I might evaluate other races.


I’m still around. One of the games I’m in was circling the drain but is picking up again and I’m just trying to make sure I’ll actually have time for another game. Still looking at most likely doing a tomb raider type (probably a tiefling fighter/investigator), although I do also have an idea for a dwarven trapper ranger/cave druid who would be sort of an underground outdoorsman but also just really durable (heavily armored with good hp and really solid saves).


Gonna throw this guy in there: Emercy

It'll be the weekend before I can get his profile squared away proper though. Herolabs does a sloppy job and I have to go in there and fix it to where it's far more understandable. That'll take me a bit.

The 20 questions are also in his profile.


Javell DeLeon wrote:

Gonna throw this guy in there: Emercy

It'll be the weekend before I can get his profile squared away proper though. Herolabs does a sloppy job and I have to go in there and fix it to where it's far more understandable. That'll take me a bit.

The 20 questions are also in his profile.

Can't touch this...


Hi, I've put together an oread shifter/shaman named Anovat. This is my first gestalt PC, although I've wanted to try this for a while. I made him in HeroLab, and I agree their stat blocks are messy. If selected, I'll clean the alias page up.

I've been playing in PbP games for a long time, and I understand that it's the responsibility of both the GM and the players to keep momentum going.

Thanks!


Just because I like lists, here's everyone who's submitted a PC so far:

Geometer: Ulam Cragson - an aasimar monk/sorcerer
BerryBunch: Samira Jubadai - a human slayer/cavalier
Michael_Hopkins: I'llrith - an ifrit sorcerer/wizard
Dorian Gray: Jaidu - a ratfolk gunslinger/ranger
Tazo: Yasmin Al Akbar - a hafling hunter/swashbuckler
Javell DeLeon: Emmercy Hammertime - a dwarven fighter/cleric of Torag
Andostre: Anovat - an oread shifter/shaman


Alessandro Khadaji wrote:
Javell DeLeon wrote:

Gonna throw this guy in there: Emercy

It'll be the weekend before I can get his profile squared away proper though. Herolabs does a sloppy job and I have to go in there and fix it to where it's far more understandable. That'll take me a bit.

The 20 questions are also in his profile.

Can't touch this...

LOL!!! I LOVE IT! Oh man, that's awesome. Good catch. :) That's EXACTLY where I got his name from. He was one of my pc's back in the day when I played RL games with the family. He was a ton of fun. I always had "voices" for my pc's - I was the only one, nobody else had the guts - and we all got a kick out of him. Good times. :)

And thanks for throwing up the list, Andostre, buddy!

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