Gambler

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25 posts (251 including aliases). No reviews. No lists. No wishlists. 8 aliases.


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How are we dealing with traits that cost 0 RP or negative RP? For example, switching from human heritage attribute score modifiers to standard attribute score modifiers, or making a slow race?


I'd like to see a bard archetype that trades all spell casting for more bardic performance abilities.


Fenii, NE, goddess of the deserts, destruction, and power.


Since you play as deities in Dawn of Worlds maybe everybody could create their own Pathfinder style deity for that with domains, a portfolio, a favored weapon, etc? Assuming that there are 9 or less players we could say that each deity has to have a different alignment to avoid overlap.


Browman wrote:
Azten wrote:
So, basically, Human -> ??? -> Gathlain. Something had to happen to make the Gathlain.
If we assume that everyone else came from humans than yes. But what if humans are merely another one of the end products?

So to use a simplified real life example more like Early Primates-->Missing Link-->Neanderthals and Humans?


I'm intrigued. This actually sounds like a good excuse to abandon the core races altogether and whip some new ones up with the rules from the Advanced Race Guide.


This campaign sounds fantastic! Loving the concept of an Asmodeus Ensemble too. I've always wanted to make an evil bard. Maybe a choirboy of Asmodeus? Good chance to take that Legato of the Infernal Bargain Bardic Masterpiece!


Still taking submissions?

Name:Ilamin
Age: 51
Race: Dwarf
Alignment: Chaotic Neutral
Class: Alchemist(Internal Alchemist)/Expert

Concept: A dwarf attempting to become a perfect immortal being. He will use alchemical discoveries to enhance himself physically and mentally. These enhancements might not always be a improvement in everyone's eyes (mummification, tentacles, etc.) Will focus more on fighting in melee with mutagens then using bombs.

Goals:
Low: Research the processes needed to transform himself by locating alchemical texts and conducting research.
Mid: Begin the process of transforming himself into a new superior species.
High: Become a perfect immortal being. (Eternal Youth Grand Discovery)

Background: The dwarf who now calls himself Ilamin never fit in with his fellow dwarves. He always found the dwarven society he was raised in to be overly strict and repressive, and that their obsession with the past prevents them from being able to build themselves a truly better future. Disgusted with his culture he turned to books as a form of escapism, eventually becoming a librarian. It was during this time that he discovered the ancient works of the Elvish alchemist-philosopher Amin.

Amin believed that the mortal races such as elves, humans, and dwarves were incomplete beings. To become complete, they had to transform themselves mentally, spiritually, and physically through a combination of meditation, alchemy, and intense study. Once complete they would become unstoppable immortal beings capable of challenging the gods themselves. Amin himself was unable to complete this transformation before his untimely murder by one of his disciples, but he left behind his teachings in the form of some cryptic texts. Although unable to make sense of most of what he read, the young dwarf was inspired.

Having finally found a goal worthy of pursuing, he abandoned his despised homeland to begin a journey towards perfection. Casting aside his dwarven name, he has adopted the title Ilamin, which translates from ancient Elvish to "Greater than Amin". He's spent the last few years learning alchemy and searching for information that might help him decipher Amin's coded books.


Gonna be a little later with submitting my character then I had planned, but should have him done by tomorrow night.


This sounds awesome! I'm in love with the Touched by the Waste trait from a story perspective, someone caught out in the wastes during the first spell storm. Rolling now to determine my mutation as that will have a huge impact on character history.

Mutation1d10 ⇒ 4

Sloughing skin eh? There's a lot of angles I can take for that one, just got to figure out which would be funnest now...


Void Dragon, you roll twice and pick whichever set you prefer. The GM forgot to say so in the initial post but told us to in a later one.


Very interested DSP. Loving the all races are "human" concept. I have one question before I decide on a character type for a submission though: what sort of deities are there in this campaign?

Roll Set 1:

2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11

Roll Set 2:

2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 3) + 6 = 15


As promised, the background for Narciso Krays:

Narciso Kryas feels the best way to worship Cayden Caladin is through emulation of the deity's mortal life: wandering across Golorian and fighting for just causes. While technically a mercenary, he only asks for token payments so long as his employers have noble intentions. His generosity leaves him in a constant state of poverty, after his not unsubstantial alcohol expenses he can rarely afford lodgings. He is never seen without a heavy keg of ale strapped to his back, even going so far as to carry it into combat. The weight of the load reminds him of the burdens of tyranny and slavery thousands are still forced to endure. He never drinks from this keg himself, but reserves it for those who need the relief from the suffering, keeping extra tankards on hand for the occasion. In addition to this keg he keeps a dozen wine-skins on his person for himself and his allies to enjoy. His biggest flaw is a tendency towards inappropriate behavior while drinking, leading most people to have a negative first impression of him. Indeed, this is why he operates without much support from the church: people want jolly drunks as their clerics as opposed to obnoxious ones. Still, if one could get past their first impressions they would find Narciso to be a noble and valuable ally.


This is such an awesome idea!

Race: 1d7 ⇒ 4
Class: 1d22 ⇒ 15
Alignment: 1d9 ⇒ 2

Str 2d6 + 6 ⇒ (4, 4) + 6 = 14
Dex 2d6 + 6 ⇒ (1, 4) + 6 = 11
Con 2d6 + 6 ⇒ (1, 3) + 6 = 10
Int 2d6 + 6 ⇒ (4, 6) + 6 = 16
Wis 2d6 + 6 ⇒ (4, 5) + 6 = 15
Cha 2d6 + 6 ⇒ (1, 1) + 6 = 8

To make things more interesting I'm going to do a random deity from the list of ones acceptable to my alignment, using the order from the cleric's table in the phb.

Deities:

1-Erastil
2-Iomedae
3-Torag
4-Sarenrae
5-Shelyn
6-Densa
7-Cayden Cailean
8-Gozreh
9-Pharasma
10-Nethys

Deities:1d10 ⇒ 7

And a random gender!

Gender:

1-Male
2-Female

Gender: 1d2 ⇒ 1

And random names from the list in alphabetical order from the male half elf name section of the phb! First dice is first name, second dice is last name.

Name:

1-Calathes
2-Encinal
3-Kyras
4-Narciso
5-Quiray
6-Satinder
7-Seltyiel
8-Zirul

Names1d8 ⇒ 4, 1d8 ⇒ 3

Name: Narciso Kyras
Race: Half Elf
Class: Inquisitor (Cayden Cailean)
Alignment: Neutral Good
Str 14
Dex 12 (with one of the extra points)
Con 12 (with the 2 of the extra points)
Int 16
Wis 18 (with +2 racial bonus and one of the extra points)
Cha 8
Backstory: Will add later tonight


If you're still looking, here's another couple ideas

Your typical barbarian is built around the idea of an anger based rage, but what if you used a different emotion? Say build a character who's easily frightened and play off the fight or flight response to fear. Sometimes his first instinct to a scary situation is to freeze up or run away instead of acting, while other times he goes into a bloodthirsty rage and attacks until everyone around him is dead. Have a particular response to any particularly scary enemy he encounters and act normal otherwise, or to different stimulai (example: rats run when threatened in the open but fight meanly when cornered). Works well if you pick any movement based rage powers too, if you have to leap over a firey chasm then your flight or fight response kicks in and your fear of falling in makes you jump better then normal (raging leaper power). Throughout the campaign he could work on mastering his fear instead of letting it master him and choosing to fight or run away on his own terms.

Another emotion to use could be sadness. Similar to I3igAl's Deathseeker concept, what if you had a character who had suffered a loss so bad that he had to constantly keep his mind off of it or be consumed by an uncontrollable desire to destroy everything? Normally they manage to keep themselves emotionally numb, drinking heavily to to keep from remembering. But then they see something that reminds them of their loss. A crusader's lance makes him think of the spear he used to teach his murderd son how to use. A marlith demon's eyes reminds him of that of his beloved wife. Heck, it doesn't even have to be a super direct connection: a Nightmare's firey tail reminds him of his dead daughter's hair, and that mustard stain on the nobleman's sleeve looks like his cottage that got burned to the ground if you squint at it right. His loss is so pervasive he can link anything to it if he stops drinking long enough. Whenever he makes these connections he is filled with a profound sense of sadness as he remembers watching them die, and he experiences that pain all over again. He doesn't want to feel that again: so he does the only thing that he can: pours every fiber of his soul into making what caused the memory go away so he can go back to making himself forget about what happened.

Last idea: I'm not sure if hunger is technically an emotion, but we're gonna say it is for the purposes of this discussion. Your character is a fat slob of a barbarian. He can't see his feet, but somehow he still manages to run around fighting well enough. All he can think of is his next meal, and he's got fairly adventurous taste. Eating HIS tribe would be morally wrong, but other people are fair game! And he is rather curious how demons would taste. Maybe they'd be spicy, or perhaps have the sickly sweet taste of two day old flesh. He has to know! Whenever he sees a tasty looking enemy he gets tunnel vision. There's only him and his food, and he's going after the food with all he's got until it is safely in his belly. Probably would work best with an evil character, and you definitely need ranks in Craft: Gourmet Food so he can make all sorts of decadent dishes with the flesh of his enemies!

Hope these ideas help


Dotting for interest. Been wanting to try RotRL for a while now. Will start making a character once character creation guidelines are up.


You wouldn't happen to be a Purdue student would you? I know there are a few official school clubs who play out there.


Drychnath, I think the simplest way of accomplishing your goal is using a combination of the Anthropomorphic Animal spell from Ultimate Magic and Permanency. You can turn any animal into something similar to a lycanthrope's hybrid form, and it's capable of speaking a single language and has an intelligence of three. You can use Permanency to make the effect permanent for 7500 gp, otherwise it only lasts for one hour per level. Pick a type of animal of your choice (preferably a small or medium one), find a male and female specimen of that species, cast both spells on each of them, and have them mate to create a whole new species.

If you want a method that lets you do something a bit more creative then an anthromorphic animal, I have another idea but I'm not entirely positive it is rules legal. It involves the following spells: stone wall, stone shape, stone to flesh, and polymorph any object. All of these can be cast by a wizard. Use as many castings of stone wall as necessary to get a block of stone you can carve a statue of your new species out of. Use stone shape to form this block of stone into an anatomically perfect statue of what your new species will look like. Use stone to flesh to transform your statue into a lifeless blob of flesh. All of this is completely rules legal, it's the next part that may not be. Use polymorph any object to transform your flesh statue into a living being. You need a duration bonus of +9 to make the transformation permenant. You'll get +2 bonus for it being the same size as your final creature and a +2 bonus for being made of a related material (hence why you use flesh to stone). There is a +5 bonus you can earn for the species being of the same general kingdom (turning an animal into an animal, plant into a plant, etc.) I'd personally interpret monster flesh as being in the same kingdom as a monster and give you that bonus, but its up to your GM's discretion. If they allow it, that would give you the +9 bonus you need to make the transformation permanent. Polymorph any object gives a target that becomes sentient a intelligence, wisdom, and charisma score of 5 each, turning it into a sentient being.

Hope these ideas help.


Very interested.

Set 1
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12

Set 2
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 3) + 6 = 15

I'm going with Set 1 for abilities. I'll get back to you with a character concept later tonight.


Back with my character, Vors Doritan. Hope you like him.

Stats:

Vors Doritan
Male Human Fighter 1
Chaotic Neutral Medium Humanoid (Human)
Init +4; Senses; Perception -2

--------------------
DEFENSE
--------------------

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 armor)
HP 12 (1d10+2)
Fort +3, Ref +4, Will -2

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee brass knuckles +2(1d3+3/x2) and brass knuckles +2(1d3+2/x2)
Ranged dagger +4(1d4+2/19-20)

--------------------
STATISTICS
--------------------

Str 14, Dex 19, Con 13, Int 12, Wis 6, Cha 9
Base Atk +1; CMB +3; CMD +17
Feats: Two Weapon Fighting, Weapon Focus(Brass Knuckles), Improved Unarmed Strike
Traits: Dockside Brawler(+1 trait bonus to damage with brass knuckles & improvised weapons, start with pair of brass knuckles), World Traveler (+1 trait bonus to Knowledge(local),always class skill)

Skills: Climb +6, Knowledge(Local)+5, Profession(Gambler) +2, Swim +6
Languages: Common, Dwarven
Combat Gear:
Other Gear: chain shirt, daggers (6), brass knuckles (2), tattoos(heart,crossed out name), 5 dice (2d20, 3d6)
--------------------
SPECIAL ABILITIES
--------------------

Background:

Vors Doritan grew up in the seaside town of Ridonport, but stowed away on a ship bound for Absolam to see the world when he was barely more then a child. When he arrived in the city at the center of the world, he was ready and eager to explore it. He never managed to make it off the docks. After realizing that he would need far more money to live then the 5 copper pieces he had brought with him, Vors managed to acquire a job unloading ships in the docks.

The first night after getting his paycheck Vors' coworkers invited him out to a seedy tavern, where he met what would become his life long tormentor: the game of Bounder. Although Vors had never even heard of the game before, he had beginners luck to help him. Despite not even really understanding what he was doing, he made the right bets at the right times, doubled when it was best to double, and managed to walk out with ten times as much silver as he went in with.

If Vors had been a wiser man, he would have used that money to help him get established in the city and never have played Bounder again. Instead, he returned the next night to the same tavern and proceeded to not only lose every copper he made but to get himself into debt with the proprieties of the tavern. When they realized Vors could not pay, they gave him an ultimatum: get them the money he owed by the end of the week or be sold into slavery to pay off the debt.

With payday two weeks away, Vors turned to his coworkers for help. None of them would spare him even a copper, but they did tell him about a way he might be able to make some money. After hours on the docks another form of gambling took place, illegal boxing matches. People would come from the seedier parts of town to the docks to bet on these matches, and the people who organized them would pay a gold coin a night to anyone who fought, and more if they managed to win. Without any other options, Vors turned to these shady fight organizers. He took to fighting even better then he did to gambling, and by the third night he worked there managed to get enough money to pay off his debts.

Thus started a vicious cycle that has gone on ever since in Vors' life. He works by day at the docks making honest money, then the moment he gets payed he heads to the tavern to gamble. Sometimes he gets a lucky streak and manages to win, but he never knows when to quit and inevitably loses it all and gets into debt. He participates in illegal fights to get money to pay off his debts and keep from being thrown out of wherever he is living, which is inevitably the sketchiest inn in the city.He scrapes by until pay day, then the cycle repeats. This cycle
has been going on for well over a decade.

Vors realizes he can't keep doing what he's doing forever. Several times he has tried to give up gambling. Sometimes he even manages to go a couple weeks without playing Bounder, but sooner or later he starts up again. Every few years he manages to save up enough money to buy passage on a ship to a new city and tries to make a fresh start. His attempts to escape his lifestyle have taken him around the world, from Kalsgard to Eleder. He'll make a go of living a honest life for a few weeks, but inevitably starts gambling, fighting, and getting into debt again at some point.

Port Peril is where Vors has tried making his newest start, and for the week he's been there he's managed to stay completely out of debt. He actually managed to leave his previous home of Ilizmagorti with a decent amount of gold, due to being banned from the tavern he gambled at for winning too much in one week. He's been living life up in a good inn and eating better then he has in months. At the rate he's spending however he'll be back working on the docks within a couple of weeks, and the cycle will likely begin a new.

Appearance:

On Vors left shoulder he has an intricate red and silver heart tattoo with the crossed out name "Soki" going through the middle on a banner. The tattoo is the sole memento of a fling with a Mwangi girl he had during a 3 week winning streak in Eleder. She left him the moment his luck did.

Vors does not own an actual shirt, but instead wears a sleeveless chain shirt he won in a tournament in Katapesh. The chain shirt was originally painted royal blue, but has started to flake and there are large patches of the original steel showing through.He's had the shirt for years, and it's saved his life more then once. He'd sell anything else he owned before he sold that chain shirt.

Vors's nose has clearly been broken several times. He's got a scar under his right eye from where he got clipped with a mace when someone tried and failed to mug him. He shaves about once ever two weeks, and does a poor job when he does, causing him to normally have the stubbly beginnings of a beard.

Personality:

As implied in his background, Vors has a bit of a gambling problem. If there is a place where he can gamble, he will. Given the choice between spending his last copper on food for the day or gambling, Vors will always gamble, figuring that when he wins he can buy a much nicer dinner. He can resist the urge for a short time,

When he does have money Vors doesn't tend to think too hard about the long term. Rather then saving his money, Vors will blow it on relatively useless trinkets. One thing I'd ideally like to have happen is for him to get some loot from an adventure and then blow it on a neat but gimmicky exotic weapon that he doesn't even know how to use.

Vors isn't stupid, if he was he would have died a long time ago. He just has a bad tendency to act without thinking. If someone makes him sit down and actually think up a plan and the consequences of his actions then he is quite capable of coming up with good ideas.

Vors is by no means antisocial, but he doesn't exactly have the most wining personality either. People tend to find him slightly off putting, especially due to his battered appearance, but he's not boorish enough to be repulsive.

Important Items:

If Vors could only grab one item, it would be his land deed for a 20 square mile property in the Osiron desert that a shifty character in Katapesh sold him. The deed may or may not be for a real property, as a player I really don't mind either way, but the important part is Vors thinks it is real. He figures one day once he's made something of himself he'll retire with his fortune to this property, build a mansion,
and spend the rest of his days living it up in a life of luxury raising prize camels. Vors hasn't ever actually seen a camel, but he's read a lot about them and they sound quite interesting.

If he had time to grab one more item it would be one of his two sets of brass knuckles, as if he is limited on the number of items he can grab then he's probably in a dangerous situation and might need them. This makes for him having two pairs of brass knuckles with the Dockside Brawler trait factored in.


I'm very interested in playing this campaign. Rolling for stats first, then I'll post a character once I see what sort of concepts they'd best support.

4d6 ⇒ (3, 1, 2, 1) = 7=6
4d6 ⇒ (4, 6, 3, 2) = 15=13
4d6 ⇒ (3, 2, 1, 4) = 10=9
4d6 ⇒ (4, 4, 1, 4) = 13=12
4d6 ⇒ (6, 4, 5, 6) = 21=17
4d6 ⇒ (5, 3, 6, 3) = 17=14

I'm liking these rolls! Gotta figure out what stat would be the most fun to role play having that six in and then I'll be back with a character.


Hey, I'm definitely interested. I've never played a pbp before but I have played a few sessions of Pathfinder with friends. Love to get some online experience. I know the rules pretty well for as little experience as I've had though.

I'm also curious about the setting.


Just to clarify, I'm going with Bard(Archaeologist) for Kito.


@MPL8665- I had completely forgotten about the archaeologist archetype, it would make a better fit for this character concept. I'm thinking his parents are really dead, but possibly were soul trapped or turned into some form of unintelligent undead after they died. I'm not hard set on this by any means though, so if you had some idea that would work better for this campaign I'm all for it.


I'd be interested in playing as a human rogue. Below is my general character concept.

Backstory

Spoiler:

Kito was the only child of a pair of historians who were obsessed with Osirion history. When he was 12 his family moved to Katapesh so his parents could participate in an excavation of some ruins that they believed may contain important information as to why the great empire fell. Kito lived with an elderly colleague of his parents while they went out to explore various ruins for months at a time, coming back occasionally to resupply and spend time with their son.

Three years after moving to Katapesh, Kito's parents left for one of these expeditions and never came back. Attempts were made to search for them, but they never turned up any results. The ruins were too vast and too dangerous for them to be fully explored, and locating Kito's parents in them would have been next to impossible. Most of the world has given his parents up for dead, but Kito hasn't given up hope yet. He plans for the day when he'll be able to fund his own an expedition to try to find them, or at the very least recover their bodies for a proper burial. He has spent the last seven years studying the proper techniques for exploring ruins and dealing with the dangers he may encounter on excavations. He hopes he might find a group of fellow adventurers to explore with and gain some experience in the field.