Ydersius (Symbol)

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244 posts. Alias of Old Mammoth.


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It took a while, but here it is:

Si-Yi the Irascible:


  • Tormented eyes
  • Scrawny body
  • Unusual jewelry
  • Scraps


  • Strength: 16 (+2)
  • Dexterity: 15 (+1)
  • Constitution: 12 (+0)
  • Intelligence: 9 (+0)
  • Wisdom: 8 (-1)
  • Charisma: 13 (+1)

Damage: d10
Armor: 1
HP: 20/20
Load: 5/10
Alignment: Chaotic - Eschew a convention of the civilized world.
Race: Outsider (Elf) - At the beginning of each session, the GM
will ask you something about your homeland, why you left, or what
you left behind. If you answer them, mark XP.

  • Hawke is puny and foolish, but amusing to me.
  • Sinathel's ways are strange and confusing.

Starting Moves:

  • Unencumbered, Unharmed
    So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.

  • Herculean Appetites
    Others may content themselves with just a taste of wine, or dominion over a servant or two, but
    you want more. Choose two appetites. While pursuing one of your appetites if you would roll for
    a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM
    will also introduce a complication or danger that comes about due to your heedless pursuits.

  • The Upper Hand
    You take +1 ongoing to last breath rolls. When you take your last breath, on a 7–9 you make an
    offer to Death in return for your life. If Death accepts he will return you to life. If not, you die

  • Musclebound
    While you wield a weapon it gains the forceful and messy tags.

  • What Are You Waiting For?
    When you cry out a challenge to your enemies, roll+
    ✴On a 10+ they treat you as the
    most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing
    against them.
    ✴On a 7–9 only a few (the weakest or most foolhardy among them) fall prey
    to your taunting.

    Si-Yi's appetites: Power over others & Riches and propety.


  • Two-handed sword (close, +1 damage, 2 weight)
  • Adventuring gear (1 weight)
  • Dungeon rations (10 uses, 2 weight)
  • A dagger (hand, 1 weight)

Si-Yi is tall and slim, making up for the lack of body fat with a considerable musculature. His unkempt hair is shoulder-length and white, but it doesn't seem to be the natural tone of his hair. His clothes are worn and ragged, their dull colours contrasting with a long chain of bright red beads and the occasional gemstone that he keeps wrapped multiple times around his body.

The uncommon piece of jewelry and a foreign accent betray him as not native to the land, but he doesn't speak much about his homeland. Any queries about the matter are answered with angry snorting and hostile glares; Pressing on with the subject is met with increasing hostility.

Si-Yi finds Hawke's insistence that he owes his life to the fighter amusing. There's no way a mighty warrior like him would be in debt to a weakling like that. He'd have survived that giant rolling boulder without being pulled out of the way. Somehow.

Same thing goes for Dambreth. The ranger should stop thinking that he needed guidance. When he started walking the wrong way, he was just testing if the ranger knows his job. Obviously.

Sinathel is nice enough, though she does everything different than the druids back home. She obviously could benefit from some instruction from a proper druid. Silly jungle elves.

Oh god, time travel. Time to stock up on aspirin. :P

Also: Sapphire islands? Open Sea?

Well, I'd like if you decided, since I'm kind of planning to grab the one you don't take. :D

And the barbarian is full of pop culture of references: I spotted at least four more.

Thanks for the quick response. :D

All of the classes look fun... Fremont, do you know yet if you're going to create a fighter or a barbarian?

All right, here's my submission. It took a lot of time to complete, so if you think that it's utter rubbish, please don't tell it to me. :P


Male elf Cleric (Separatist) of Urgathoa 1
N Medium humanoid (elf)
Init +2; Senses Low-light vision; Perception +5
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d8+3)
Fort +3, Ref +2, Will +5; (+2 against enchantments)
Immunity to sleep effects.
Spd 30 ft.
Melee Longsword +2 (1d8+2/19-20x2)
Ranged Longbow +2 (1d8/x3)
Spells Prepared (caster level 1, concentration +3)
1st (2+1/day, DC 14)
0 (DC 12)
Domains: Death (Undead), Healing (Restoration*)
Str 14, Dex 14, Con 10, Int 12, Wis 16, Cha 11
Base Atk +0; CMB +2; CMD 15
Feats: Toughness
Skills: Heal +7, Knowledge (Religion) +5, Profession (Cook) +5, Sense Motive +7.
Traits: Friend of a Family (Koya); Forlorn (+1 Fort)
Languages: Celestial, Common, Elven
Combat Gear: Longsword, Longbow, Studded Leather, I'll finish this if I'm chosen, OK?
Other Gear:
Special Abilities: Aura, Elven Magic, Channel Energy 1d6 (3/day, DC 10), Death's Kiss (6/day), Restorative Touch (5/day), Weapon Familiarity.

*Separatist domain.


This ended up being a bit longer than 300 words... Hope you don't fall asleep in the middle of reading it. :P

Veaceslav never knew his biological parents. Perhaps he was orphaned, perhaps they just abandoned him. The exact circumstances are not of importance. What is important is that the lonely child was taken in by a pair of Varisians: the parents of Niska Mvashti, the mother of Koya Mvashti.

Despite being treated well and lovingly, there was one pain that his adoptive parents could not spare him from: The disparate speed of aging between elves and most other races. When came the time of their demise, Veaceslav was still, despite being decades old, still a child and unable to fend for himself. Thus Niska, though younger in age, had to take the responsibility of his care.

Veaceslav had always an emphatic child; He soon sensed that looking after him was taxing for Niska. Not wanting to burden her needlessly, he started making an effort in becoming more independent. For one reason or other, he ended up spending a lot time with all kinds of healers, assisting them in menial tasks and learning quite a bit about their craft in the process. It was during this time that the beginnings of an obession started to form in his mind: What if he could become the best healer ever known to Golarion? What if he could invent a cure to the wasting decay, not caused by a plague or an infection, but by the passing of years? What if he could discover a cure to the curse of ageing and avoid being destined to witness a beloved one after another die as centuries pass?

Years passed by, one after another. By the time that Koya was born, Veaceslav had been accepted as an apprentice of a medicine-maker, and had already learned much about the arts of healing. He still dreamt about inventing a way to stop ageing, but one day, something happened that caused him to turn away from trying to reach this goal by mundane means.

The young elf was taking care of a badly ill farmer. The man was in a serious condition, and it kept worsening despite all the medicines and herbs that Veaceslav administered to him. It seemed like the farmer was destined to die, but by sheer luck, a travelling holy man arrived to the room, having been told about the farmer's situation by locals. With nary a prayer, the cleric healed the sick man. Veaceslav was amazed: after all, his medicines had not had any effect.

Shortly after his hunderth birthday, he paid a visit to the just founded town of Sandpoint to say farewell to Niska and Koya, then left off to a far-away city, determined to become a cleric of Sarenrae, whom he figured to be the most capable healer of the multiverse: if it was possible to learn to cure ageing, it would be in her service. But as he studied under senior clerics, it started to seem to him that his dream was impossible. "It is not possible to extend one's lifespan beyond what Pharasma has deemed appropiate for them," they said. And Veaceslav believed them.

But even then he didn't give up his dream. If death was inevitable, the only way to live forever would be to live after dying: become an undead, in other words. But even that had its own problems, for example, the corruption that transition to undeath tends to afflict the soul with. Or the fact that many undead have unsavory habits, such as the eating of flesh or drinking of blood. Even if he would himself be desperate enough to overlook these problems, it would be unlikely that those close to him would, and he didn't wish to force anyone to do something against their wills. So the only option would be finding a way to cause undeath without causing the subject to turn into evil or cannibalism. Perhaps even dying would not be required, perhaps life and unlife could be combined into something that is more than the sum of its parts. Having found hope again from this train of thought, he started his research for immortality again, with a slightly different goal in mind.

When he returned to Sandpoint, he was suprised to see that Niska was still alive. She was overjoyed with seeing Veaceslav again and hearing that he had managed to become a cleric. (he hadn't the hear to tell her that he had switched goddesses along the way) But she also had a request for him: to accompany her daughter, Koya, and to keep her safe should she decide to make a long trip. Veaceslav found this request rather odd, but agreed anyway. In a few weeks' time, he lost yet another person who was important for him.

After Niska's death, he planned to leave Sandpoint for a larger city, but the promise he had made kept him from actually doing that. Instead, he decied to stay in Sandpoint for a while more, even though it may not be the best suited community for his purposes. While waiting to see what Koya ends up doing, he spends his nights in the common room of the Rusty Dragon and makes ends meet by occasionally providing cheap medical attention.


For most people, Veaceslav comes off as mostly friendly, though perhaps sometimes a bit cynical. Regardless, he is very protective towards those that he deems friends. After all, it would be terrible if they went and died prematurely before he can discover a way to immortality, wouldn't it?

Veaceslav is fully aware of the heterodoxy of his own views, but it doesn't bother him as he sees himself less as a worshiper of Urgathoa than as a buisness partner. (Though he does respect her greatly) They might disagree with each other, but at least they both agree that being dead in not fun at all and that the lacking a pulse is a terrible reason not to enjoy life.

Hey, how do you feel about the separatist archetype?

Sugar? No true worshiper of the great Debilis would put sugar into their tea! Honey all the way!

Here's my submission for your peruse; Please tell me if I forgot to include something.


The childhood of Morgan van Bokhoven was surprisingly boring, considering the short distance to the Worldwound from where he lived. With the only remarkable thing in his life was being bullied for being a half-elf and his surname, it was no wonder that one day the young half-elf decided to leave Kenabres and go join the cult of Deskari.

Needless to say, the cultist didn't take the twelve-year old would-be-cultist too seriously, and he surely would have been sarcified if it weren't for a strange woman who dragged him out of the cultists' hideout and back to Kenabres.

Never one to give up easily, Morgan decided to cut out the middleman and contact the Lord of the Locust Host directly. Through sheer dumb luck, he managed to complete a ritual that would surely conjured the demon lord himself into Kenabres and spelled doom for Golarion, if it weren't for a bag of tea that he had forgotten to remove from the room before attempting the ritual.

Due to this mistake, the ritual didn't summon Deskari, but instead the considerably less-menacing form of Debilis, the demon lord of tea. Throughly pissed by being ignored by Deskari, Morgan decided to join forces with the other demon lord instead; After all, they both liked tea and didn't like Deskari.

Years passed by without further contact between the two, and Morgan mostly forgot the whole demon-summoning episode. However, one day a familiar face appeared into his cup of tea, announcing that the time for revegne was at hand. Morgan was reclutant at first to abandon his lucrative career of shooting arrows into lumberjacks' faces, (some druids pay for doing stuff like that) but in the end decided that shooting arrows into Deskari's face might be even more fun.


Male half-elf Ranger 1
CE Medium humanoid (human, elf)
Init +3; Senses Low-light vision; Perception +7
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +5, Will +1; (+2 against enchantments)
Immunity to sleep effects.
Spd 30 ft.
Melee Longsword +2 (1d8+1/19-20x2)
Ranged Longbow +4 (1d8/x3)
Str 12, Dex 16, Con 10, Int 12, Wis 13, Cha 13
Base Atk +1; CMB +2; CMD 14
Feats: Point-Blank Shot, Skill Focus (Bluff)
Skills (ACP -1): Bluff +4, Intimidate +5, Handle Animal +5, Knowledge (Nature) +5, Perception +7, Stealth +7, Survival +5, Swim +4.
Traits: Ambitious, Chance Encounter, Pride (flaw)
Languages: Common, Elven, Abyssal
Combat Gear: Longbow, Longsword Studded Leather, 60gp.
Other Gear: TBA
Special Abilities: Favored Enemy: Humanoid (Human) +2, Track, Wild Empathy.

Lurkity lurk.

I actually have a character concept in mind that doesn't require any particular class to work, so I'll wait for the list before starting to build a character.

Nope, I didn't. My point being that it would have been nice if you'd told us that the deadline was appoarching, so I would had known to do it sooner than later. Though I'll admit that missing this is pretty much my fault for assuming things. It's just nice to know the dates so that the temptation to assume things would be lower. :) (And yeah, I should have asked about the deadline, though it's of no use realizing it in hindsight...)

Next time, could you please give a bit of advance warning before ending the recruitment? I was under the impression that there was still time, seeing that no kind of deadline had been given. (My apologies if there was one and I just didn't see it) Had there been one, I would not have wasted the hours I spent planning a submission, since I would have been able to either speed up my work or abandon the effort if it looked like I would not make it in time.

Brawler bonus feats.

Here's a Warpriest of Norgorber. I purposefully went with a deity with a sub-optimal favoured weapon to see how much it does or does not cripple the character.


Half-Orc Warpriest 3
N Medium humanoid (human, orc)
Init +1; Senses Perception +3; Darkvision 60 ft.
AC 19, touch 12, flat-footed 17 (+7 armor, +1 dodge, +1 dex)
hp ?? (3d8+3)
Fort +4, Ref +2, Will +5;
Spd 20 ft.
Melee: +1 Short Sword +8 (1d6+4/19-20)
Spells Prepared (caster level 3rd, concentration +6)
1st (4/day, DC 13) Burning Disarm, Cure Light Wounds, Divine Favor, Murderous Command.
0 (DC 12) Detect Magic, Detect Poison, Guidance, Stabilize.
Blessings: Charm, Trickery
Str 16, Dex 13, Con 12, Int 10, Wis 15, Cha 13
Base Atk +2; CMB +5; CMD 16;
Feats: Weapon Focus (Short Sword), Dodge, Improved Unarmed Strike, Crane Style, TBA
Skills: Diplomacy +5, Intimidate +7, Knowledge (religion) +4, Sense Motive +6, Acrobatics -3.
Traits: Charming, Dirty Fighter
Languages: Common, Orc.
Combat Gear: +1 Short Sword, Banded Mail, Holy Symbol (wooden), Potion of Cure Moderate Wounds (8), 339 gp.
Special Abilities: Channel Energy 1d6 (4/day, DC 12), Copycat (4/day), Charming Presence(4/day, DC 13), Orc Ferocity.

@Arae: I'm absolutely up for Outflank, though I don't really have enough feats or skillpoints to qualify for Paired Opportunists or Broken Wing Gambit.

DM Frogfoot wrote:

Coluber and Loptr, I'm more or less ready with everybody else, I just need to know your fighting styles so Khan knows where to put you.

Oops, didn't notice this at first read. Faeleen is pretty much just a bard that is slightly better at stabbing things than most bards.

So, I tried to do the background a little differently this time. Got the idea from reading Aren's profile, though it is much better written than mine is. :P

HP: 4d8 + 4 ⇒ (8, 2, 3, 1) + 4 = 18


Faeleen Baudin
Female Rakshasa-spawn Bard (Arcane Duelist) 4
N Medium outsider (native)
Init +4; Senses Darkvision 60 ft; Perception +4
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 18 (4d8+4)
Fort +2, Ref +7, Will +4;
Spd 30 ft.
Melee Mwk Rapier +7 (1d6+1/18-20x2)
Ranged Mwk Composite Shortbow (+1 Str) +7 (1d6+1/x3)
Spells Prepared (caster level 4, concentration +3)
2nd (2/day, DC 15) Bladed Dash, Glitterdust
1st (4/day, DC 14) Beguiling Gift, Disguise Self, Grease, Innocence, Unnatural Lust, Vanish
0 (DC 13) Detect Magic, Ghost Sound, Know Direction, Mending, Message, Prestidigation.
Str 13, Dex 18, Con 12, Int 13, Wis 8, Cha 16
Base Atk +3; CMB +4; CMD 18
Feats: Arcane Strike, Combat Casting, Pirhana Strike, Weapon Finesse
Skills: Acrobatics +8, Bluff +10, Climb +5, Diplomacy +8, Disguise +9, Escape Artist 08, Knowledge (Arcana), Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Noblity) +5, Knowledge (Planes) +5, Knowledge (Religion) +5,Perception +4, Perform (Sing) +7, Sense Motive +5, Sleight of Hand +8, Spellcraft +6, Stealth +9, Use Magic Device +8.
Traits: Twilight Zeal,
Languages: Common, Undercommon, Abyssal, Infernal
Combat Gear: +1 Chain Shirt (1100 gp), Mwk Rapier (320 gp), Mwk Composite Shortbow (+1 Str) (450 gp), 20 Cold Iron Arrows (2 gp), 20 Silver Arrows (41 gp), 20 Blunt Arrows (2 gp)
Other Gear: Mwk Backpack (50 gp), Spider Silk Rope (100 gp), Shaving Kit (15 gp), Spell Component Pouch (5gp), 2 Potions of Lesser Restoration (600 gp),
Special Abilities: Bardic Performance 13/13 (Rallying Cry, Distract, Fascinate, Inspire Courage, Inspire Competence)

Tiefling Stuff:

1d100 ⇒ 59 +1 to Will saves.
1d100 ⇒ 67 Teeth: fanged
1d100 ⇒ 33 Hands: pincers
1d100 ⇒ 90 Other: no shadow

Experiment # 719:

From the door of a small cell hangs a long piece of paper, filled with medical charts and writing in Undercommon:

Experiment 719


0 days after subject's arrival.

Subject 719 arrived today from "Arcavato's House servants, Waiters & Entertainers". Subject was sold to us 25% of the normal price due to an encounter where two customers and three employees were grieviously wounded. Subject was calm, and upon being inquired about the incident at Arcavato's responded that she'd behave herself as long as she wouldn't have to endure "stupid #@*&£ posh nobles gawking at her". The ensuing beating for not showing respect to superior races did little to improve her attitude.

No modifications have been made to subject at Arcavato's, except for basic level singing lessons. It is highly unlikely that it will adversey effect future experiments.

3 days after subject's arrival.

As agreed with Mr Arcavanto, the first experiment perfomed was an excruciatingly painful one: The extraction of the subject's shadow and its subsecuent consumption by subject.

A highly detailed retelling of the process of removing someone's shadow with extremely sharp enchanted flaying knives follows.

...It is estimated that we'll see the results of the experiments and whether the subject survives them or not later this week.

8 days after subject's arrival.

Success! The subject shows some minor magical abilities, and vital signs have almost stabilized. Due to her extremely drugged state, we can not yet evaluate how the experiment may have changed her mental state, but I'll wager that she'll be a lot more compliant now.

15 days after subject's arrival.

Unfortunately, it would seem that our experiment did nothing to curtain the subject's insubordination. In fact, she has gotten even more headstrong than when she came here, though keeping her cell well lit seems to erode her willpower somewhat. In addition, during our efforts to deter misbehaviour, we've noticed that her blood and other bodily fluids have became significantly darker in hue. The effects of this seem so far to be cosmetic only, but we'll keep an eye on them nonetheless.

81 days after subject's arrival.

Joint and tendon modification going well, subject estimated to be 37% more flexible than two months ago.

123 days after subject's arrival.

Continuing experiments with injecting Rakshasa-blood into the subject's veins. Subject's teeth exhibit some growth, but other fiendish features remain the same. The teeth are not sharp enough to be viable in combat though, so we're moving onto cranial injections tomorrow.

130 days after subject's arrival.

Marginal improvements on subjects already mediocre cognitive capablities and memory. Further effects on repeated injections unlikely. As per Dr Khan's recommendation, mental tests are to be suspended and subject moved into combat training.

141 days after subject's arrival.

Subject performs adecuately at physical tests, but strenght of grip is disappointing. 80% of fingers to be amputated tomorrow.

142 days after subject's arrival.

Fingers amputated succesfully. Acid to be applied into wounds to keep them from healing too much before crustacean-style grafts can be implanted.

144 days after subject's arrival.

Grafts implanted. Results satisfactory. Subject beginning to exhibit more sophisticated magical abilities. Antimagic field will be installed into cell at the earliest possible opportunity.

164 days after subject's arrival.

Subject administered large amounts of strong spirits to test alcohol tolerance. Subject started singing, slurring her speech and exhibiting unstable movement and slowed reaction times after two cups. Subject deemed too intoxicated to consume more after ten cups, when she proclaimed her love to scientific experiments and the drow, tried to give Dr Khan a kiss, and then passed out from the large amounts of alcohol ingested and head trauma from a blunt object.

179 days after subject's arrival.

Subject beginning magical training to complement combat practice. Our chirurgeons are looking into ways to increase body mass and strenght, but so far results have been limited as maintaining subject's dexterity is a greater priority.

191 days after subject's arrival.

Due to an escape attempt, subject's food rations have been reduced to 1/6 of normal. In addition, irritant gases will be pumped into subject's cell during the next two weeks. Interestingly, subject had managed to convince two fellow test subjects to assist her in escaping, and intimidated a low-ranked guard into divulging information she needed. The other escapees did not survive the attempt, and the guard was executed for his cowardice, but subject's interactions with other sentinent beings will have to be monitored carefully.

231 days after subject's arrival.

Subject chosen to be among the group that will have their natural tails amputated and replaced with one that has been crafted from tissues harvested from different kinds of demons or demonic creatures.

238 days after subject's arrival.

After a week, subject is only one of the tail-swap group surviving. The reason for this is not entirely known, but we suspect that it has something to do with the large amount of demonic radiation that the subject recieved while living in her home town near the Worldwound.

279 days after subject's arrival.

Dr Khan has selected subject # 719 for a classified project. Subject to be moved into Wing C-9 as soon as possible.

Mental Characteristics:

Unlike most surfacers, subject # 719 does not react to being captured by superior beings with meek submission, but with snideness and insolent remarks. Being inflicted pain and hardships seem only to worsen this behaviour. She seems to have inherited a skill with words from her rakshasa forebearers, but favors intimidation and outright lies to the honeyed words of the beast-headed fiends.

When interacting with other test subjects or slaves or other beings of similar status, she acts friendly enough, though some snideness remains. She often tries to improve the mood of the people she's stuck with, with varying amounts of success. She does exhibit some irrational behaviour, such as sharing her food with those in worse physical conditions, but does so rarely. All in all, she does have fewer ridiculous surfacer beliefs (morals) than most, but she sticks to and rarely compromises them.

She's moderately intelligent (for a surfacer), but often displays lack of common sense.

Physical Characteristics:

Subject # 719 is slightly taller than average, and is of an regular build. Like most rakshasa-spawns, she has some animal-like features, such as vertical-slit pupils and light fur growth on the face. This fur has the tendency to accumulate on her chin, making it look like she'd grown a beard.

Due to experiments perfomed on her, she lacks a shadow, has most of her fingers replaced by pincers, and sports a threathening-looking tail and fanged teeth.

I'm sorry that I won't be joing the RP right now, but I'm practically falling asleep on my keyboard. :P Hopefully I haven't written anything too stupid.

I'll have my character ready tomorrow, I promise!

I have most of the mechanics done and >50% of the backstory, but right now my head hurts too much to keep writing.

DM Frogfoot wrote:

Regretfully, I have to close the thread to new applicants. Only those of you who have posted before this post will be considered. I'm already thinking about splitting this into two groups in the same world, due to the unexpected volume of interested players.

Does this mean that only those who had a full submission before the quoted post are considered, or can I still submit, since I had posted in this thread before?

Heck, I'll try. Let's see if I get inspired.

Fiendish Heritage:

1d100 ⇒ 1 Animate skeleton.
1d100 ⇒ 84 Immune to sleep and paralysis.
1d100 ⇒ 59 +1 to Will saves.

Alternate Physical Features:

1d100 ⇒ 100 Three more!
---1d100 ⇒ 19 Ears: pointed
---1d100 ⇒ 52 Skin: loose
---1d100 ⇒ 88 Other: missing joint
1d100 ⇒ 29 Face: underdeveloped features
1d100 ⇒ 90 Other: no shadow
1d100 ⇒ 33 Hands: pincers
1d100 ⇒ 26 Face: canine muzzle
1d100 ⇒ 67 Teeth: fanged

All right, I'll try to get something done for tomorrow. :)


I have this idea about an pistol & sword -wielding Myrmidarch, but I'm still not completely sure how to build it.

Any suggestions?

I'm interested, but have no idea what to make, so I'll roll first and see if it inspires me.

1. Strength
2. Dexterity
3. Constitution
4. Intelligence
5. Wisdom
6. Charisma

18: 1d6 ⇒ 4
8: 1d6 ⇒ 4
18: 1d6 ⇒ 2
8: 1d6 ⇒ 6

STR: 1d10 + 7 ⇒ (10) + 7 = 17
CON: 1d10 + 7 ⇒ (4) + 7 = 11
INT: 1d10 + 7 ⇒ (7) + 7 = 14
WIS: 1d10 + 7 ⇒ (5) + 7 = 12

Isn't really inspiring much, to be honest. :/ But I'll think about it.

Zelda Lamplighter wrote:
Good luck everyone and have fun!

Terrible luck everyone and be scared witless!

It's a horror campaign, after all. ;)

There was an elf who though he had lucked/
Before the blood from his wife was sucked/
He was knocked out cold/
For he wasn't very bold/
It hurt a lot, like he had been chucked.

You're just jealous because you're just an inquisitor and not a real cleric.

*Tries to bribe Izorshi with free Inflict Light Wounds.*

Ysmerelda wrote:

Welcome Derya! Yamyra/Fancy say hi as well.

Seems like we end up often in the same recruitments. :P I'm not stalking you, I swear!

Alias for Derya here. Crossdressing avatar images FTW! Also, updated the statblock with equipment and spells. I'll decide whether to channel positive or negative based on the composition of the group, if picked. That being said, my preference would be negative. Takes care of the flies better. (Unless they're undead flies, of course...)

Also, count me in on those who'd like to see a multiple-divine party. It'd be fun to see how the differing faiths would interact.

If you are still accepting submissions, I'd like to submit Derya Dušek, elven Cleric of Naderi.


Derya Dušek
Male elf Cleric 1
N Medium humanoid (elf)
Init +3; Senses Low-light vision; Perception +5
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +4; (+2 against enchantments)
Immunity to sleep effects.
Spd 30 ft.
Melee Switchblade +2 (1d4+2/19-20x2)
Ranged Longbow +3 (1d8/x3)
Spells Prepared (caster level 1, concentration +3)
1st (2+1/day, DC 13)
0 (DC 12)
Domains: Repose(Souls), Water (Oceans)
Str 14, Dex 16, Con 10, Int 12, Wis 14, Cha 13
Base Atk +0; CMB +2; CMD 15
Feats: Point-Blank Shot
Skills: Diplomacy +6, Knowledge (Religion) +5, Perform (lute) +6, Sense Motive +5.
Traits: Teacher's Pet; Dilettante Artist
Languages: Common, Elven, Gnome
Combat Gear: Switchblade, Longbow, Studded Leather
Special Abilities: Channel Energy 1d6 (4/day, DC 11), Surge (5/day), Touch of the Spirit World (1 round, 5/day)


Only ten years ago, Derya had it all; His studies in philosophy were progressing well, his social life was thriving, and he had a promising budding career as an musician. But one fateful day, a letter arrived that started the process leading to him abandoning all of these things in favor of serving a minor goddess of tragedies.

The letter was from professor Lorrimor, whom he had met when the professor's travels had brought him to hold a lecture around his neck of woods. Derya had vehemently disagreed with the basic premises of the professor's theory, but was amazed by the profound treatment of the subject, and went to meet the professor after the lecture. They debated the whole night and continued their debates by letters after the professor had left. But this letter was different: Instead of complex arguments or refutations of such, it contained an invitation to present his views at the University of Lepidstadt.

His presentation went well enough, despite being slightly distracted by a pretty half-elf, a student of magic and the "mortal sciences", who had came to hear it. The half-elf was named Daria Vãduva, and Derya became infatuated with her the moment he saw her, deciding to stay in Ustalav for a little while longer. Soon it came apparent that the feelings were mutual, and their wedding was celebrated in a year. Everything seemed to be well, for once.

This was not to last however. One night, when returning to Lepidstadt from a visit to a nearby village, the carriage they were travelling in was attacked. The driver was killed straight away, and both Derya and Daria were knocked out by the unknown assailants. Moments later they awoke in an abandoned church of Pharasma, which had been completely trashed and desecrated by profane symbols. Before them stood their captor, whose pale visage and sharp fangs betrayed him as a vampire. The vampire presented the a sadistic choice. If one of them would allow themselves to be sucked dry of blood and turned into a vamipiric thrall, the other would be freed unharmed.

Derya and Daria spent the next hour arguing, trying to convince the other to save themselves, but neither could abandon their spouse into the clutches of the vampire. In the end, Daria took the matters into her own hands and knocked Derya out with a spell. When he woke up, the sun had risen and neither the vampire nor his wife were anywhere to be seen.

Grief-striken and unable to fully comprehend why his wife had sacrified herself for him, the previously mostly irreligious elf tried to seek solace from the divine, but for no avail. The teachings of Shelyn couldn't pierce his sadness, the words of Calistria couldn't rouse him to seek revegne. He was too selfish to set off and spread goodness for Sarenrae, but couldn't bring himself low enough to start spreading pain and misery for Zon-Kuthon. But when he was only a step away from completely losing his will of life, he found something that resonated with his sorrow; An old book detailing the faith of the Lost Maiden, an ex-servant of Shelyn turned into the goddess of romantic tragedy and suicide. After a year he started carrying Naderi's holy symbol along, and after six more had passed the strange initation rites and been ordained into the clergy.

When he was informed about the professor's death, he was traveling around the cursed land of Ustalav, not only searching for his wife, but also bringing solace to the heartbroken and despair to those who cause it in others.


Derya is generally a helpful person, but his methods of helping people can sometimes be somewhat unethical. For him, the ends usually justify the means.
Having been living among non-elves for quite a time, he has mostly managed to shed the common elven arrogance from himself.
He's somewhat prone to moodswings, and can alternate between coming off warm and friendly or bitter and cold, depending on his mood.

I hope that it is readable, as it far past midnight over here. (GMT +2, I think. Daylight saving time confuses me. :P)

As for the mechanics, I've built Derya as an archer cleric, so in combat he'll mostly be shooting with his bow and casting buffs or the occasional battlefield-altering spell, such as Obscuring Mist, for example. Out of combat he's good at not making people stab him (Diplomacy) and knowing if people want to stab him (Sense Motive), plus utility spells.

Now, if you excuse me, I'll go catch some sleep. :P

Abandoned Arts wrote:
I hear you, GM Coulber. That's why the base product would only contain 4 or 5 classes and an equal number of races. The add-ons would just keep the game fresh over the years, if it caught on.

Thanks for the clarification. Patiently waiting for more news. :)

I don't think that's a very good idea. Quality over quantity etc. That being said, I'd like to see what a finished class/race looks like, to get an idea about how much they influence how your character turns out.

I'm kind of ambivalent about the HP thing. There's pros and cons in both systems.

Instead of more than one defensive value, I'd just have the shields add a fixed amount to the Dodging value and have the Blocking skill decrease the AP cost of using shields. Or maybe I wouldn't, depends on how the skills work.

Speaking of which, how does character advancement work? Since everything seems to be skill-dependent, am I right in assuming that there will not be experience levels, but the characters will just gain more skill ranks? If so, how you're planning to keep people from putting too many ranks into one skill too early?

For the "picking up things during the encounter" thing, you could always just reduce the amount of loot used during the encounter from the loot distributed at the end of the encounter. For example, if there were six potions in the room and Fred the Fighter used one of them during the encounter, then he'll get only one of them after the encounter whereas Wally the Wizard and Cecilia the Cleric get two.

Also, the combat system looks a bit convoulted. Why not use HP like just about every roguelike out there? Could you tell us a little more about blocking? Do you have to roll to block or does the attacker need to roll to overcome your block?

Archbanker downs another bottle of Cayden Cailean's Stinking Rancid Rum™, and starts to recover his nerves, though he still seems a little jumpy. "Your friend came here of her own volition, and I'd strongly discourage kidnapping me. I can become quite annoying when taken hostage," he says, and looks straight into Gorvy's eyes. "Now, before you interrupted me, I was having a rather important discussion with this young lady here. You two can either close your mouths, take a seat, and listen closely like your more intelligent companion does," he points at the cow "Or you can leave, bones intact or not."

The Archbanker crosses his arms and looks expectingly at Gorvy and Imperia.

So, as you probably have noticed, my posting has been way slow. This is because I'm super busy and unfortunately will be until the end of this month. I'll still try to post but I can't guarantee anything.

The Archbanker seems taken aback by Song's retort. "You're... Right, I guess. I apologize, someone in my stature needs to-"


His speech is cut short when the sole window of the room shatters into millions of pieces as something large crashes through it, spreading pieces of glass all over the floor. The large figure, ridden by two ominous figures, crashes onto the room, black hooves making large cracks into the floor. Eyes glowing red, the beast turns its terrifying visage towards Song and the Archbanker and lets out a bloodcurling sound: "Moo!"

It is then that Song realizes that the vicious beast is in fact a common cow, whose face someone had painted to resemble some kind of a terrible monster, and that the ominuous figures are in fact Gorvy and Imperia.

Meanwhile, the Archbanker's calm and collected behaviour starts to deteriorate. "This isn't happening, he repeats again and again, until he fishes a small bottle of something borderline toxic from his clothes and swallows it in one try. "My world, this is happening, isn't it?

Cool enough? :P I'll leave it for you to decide how exactly did you end up crashing through the place's window on a war-cow.

So, I have a little problem here. The scene with the archbanker will probably keep going for a while, but I don't want to keep Gorvy and Imperia on the sidelines for its whole duration. So I'll want to ask the players of the afromentioned characters:

Are you okay with me introducing your characters to the scene, even if it means I'll have to be a bit "cutsceney"? I don't want anyone to feel like I'm hijacking their characters. I'd stop it when you are all in the same room again, so it wouldn't be more than one or two posts of "GM power trip". :P

The Archbanker reads the note with a stoic expression, then looks back at Song. "A pilgrimage is good in itself... But with the date of the Market's Door coming closer, shouldn't you be helping with the preparations?" The Archbanker rises from behind her chair and starts to slowly walk in circles around Song's chair. "Besides, as much as appearances can decieve, I have my doubts about a lone young person like you having an encounter with a group of drakes and ending up anything other than lunch." He takes another look at the note. "I happen to know the "L" who wrote this letter, and he is a very influential man. Influential enough that I would find it very odd if nobody would be sent to recuperate the gem before some innocent traveler finds it."

Having finished his circle, the Archbanker stops and looks directly in the eyes of Son. "Please, child. What are you not telling me?"

Sorry guys, I'm terrible at estimating how long it will take me to make a post. :/ I'll post tomorrow, I promise, but now I'll have to Ctrl + C what I have done and go to sleep.

Urgh, sorry for being late again. I had a deadline to meet, and that left me very little time to be posting.

Song is led through a corridor and up some stairs, before the cleric showing her the way stops before a pair of large, ornate doors. The man knocks a few times, then slowly pulls the heavy door open and signals Song to go inside.

The room she steps into is slightly unsettling; It is large, around the same size that the main hall, but it is sparsely decorated with office furniture no larger than the norm, leaving a lot of empty space around the small table in the middle of the room. The walls are covered in murals decipting Abadarian teachings. The room is much darker than the rest of the temple; There is only one small window providing light, and no lanters or other artificial light sources.

Behind the table on the middle of the room sits a middle-aged man in the same clothes as the rest of the clergy, the only thing indicating higher status being a bunch of large keys hanging from his neck. He watches Song inquisitively for a moment before speaking. "Welcome, my child. I must admit that your arrival caught me by surprise... Would you be so kind to inform me from whose behalf were you sent here?"

Song enters the room and sees a man dressed in the grab of a member of the Abadarian clergy sitting behind a large table and filling some very important looking papers. The man seems annoyed at the sudden intrusion. "Hey, you can't just barge in- " he says, but visibly tenses upon seeing Song's flawless abadarian clothes. "Oh! My apologies, sister! We weren't expecting visitors." The man stares at Song for a moment, then speaks up again. "But of course! You must be here to meet the Archbanker, aren't you? Please follow me, I'll show you his office."

Haiving said that, the cleric rises up from his chair, and after motioning Song to follow exits the room from another door.

Oops, seems like the party is splitting up. Don't worry, I'll try to find a way to get you all together again. :P


I Perception: 1d20 + 12 ⇒ (12) + 12 = 24

Imperia smashes the red button, and the machine buzzes for a few seconds before spitting up a small paper reading: "236" Right then, a voice calls out from behind one of the closed doors: "Two hundred!" and one of the waiting people rises up and leaves the room through that door. The situation looks grim, but then Imperia notices that there is a guy asleep sitting nearby, with a paper reading "203" limply held in his hand...


"You want to see a priest, you take a number and you wait," yells one of the people sitting on a bench, and nods towards the strange machine.

As you arrive there, you notice that the temple of Abadar is actually a repurposed guard tower, probably made obsolete when the walls expanded the last time. It is sparsely decorated from the outside, but has an majestetic air around it. You push open its large double doors and step inside.

The side of the building at your left looks like a rather typical place of worship; A few lines of pews and an altar. The only thing out of ordinary is the huge amount of gold used in the decoration; The altar glitters like a vampire in sunlight. At your right, however, you see many doors lined up on a wall, people sitting on benches with tiny papers with numbers written on them in hand, and an odd machine with a big red button on it. The looks on the faces of the people sitting on the benches range from "slightly bored" to "falling comatose any moment now".

Woo! You're still alive! I'm still alive too! Please be alive tomorrow too, I'll try to update then!

As our heroes stand completely flabbergasted by the noise of the city, they realize that they are blocking the street. "Hey! Out of the way!" someone shouts from behind them.

Anyone still alive?

Me! (aka. The CN Half-Orc Ninja)


K Bluff: 1d20 ⇒ 11

The guards give you some mean looks, but you manage to slip past them and into the city without getting stopped.

Skelt isn't the largest city around, but its narrow streets make it look more crowded than it is. After your time in the wilds, the smells of a city seem stronger than you remembered. There are a lot of people on the streets; Traders, common folk minding their own buisness, storekeepers opening their shops. Your cart is far from the only one around, so it doesn't really stick out that much in the crowd; Most people don't pay you much attention.

You take a look at a big map near the gate. It doesn't take long before you find from it the temple of Adabar and the magic shop were you are supposed to meet your contact. Isidora had asked you to meet her at the main market, but you can reach both locations without passing through that place if you so wish to do. Of course, you could also go get a drink; There are several very good taverns and inns in Skelt.

Moving things forward...

After taking a long, good look on the map, our brave heroes come to the conclusion that the nearest place to have a proper drink, is the city of Skelt; The other settlements nearby are only small hamlets and probably very distrusting of strangers. You soon locate the nearest road and start pulling the cart along with you. Perhaps for the first time on your entire journey, you manage to spend a day just traveling, instead of having to fight your way through undead hordes or angry drakes.

At the dawn of the next day, you arrive to the entrance of the complex system of ramps and drawbridges that is the only entryway open for the common visitors. There are already several other carriages present, probably traders waiting to enter the city.

After about an hour of waiting, the first drawbridge is lowered, and the caravan of travelers slowly starts moving forward. Two pairs of guards watch over the entering folk, looking for anything suspicious.

Everyone make a Bluff check. I hope this post is readable, I'm half-asleep...

Abadar isn't very big on Nirmathas, so there's only a few, and only in the bigger cities. You could always make a Knowledge(Local) check to know exactly where, but Skelt is probably the nearest.

Also, sorry for not updating yet; I'm having the surge of lethargity that comes with the end of the summer and start of working. :P I'll try to update in under 24 hours.

5.Mildly disappointed but happy for those who got in

Reaction to not being picked: 1d6 ⇒ 2

No! You can't do this to me! The only thing that could have brought joy into my worthless life full of pain and suffering cruelly denied from me... *Sob* Now the only thing I can do is to slowly wither away until the sweet caress of death frees me from my misery.


Seems like a deliciously dysfunctional party. :D Have fun!

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