Throne of Night

Game Master Divinitus


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Hello everyone! I'm here on the messageboards to run a Throne of Night campaign for two friends and three or four other people, to be selected in around seven days after this post is placed on the messageboards.

One of the two slotted characters is an established poster on these messageboards who can vouch for the quality campaigns that I run. I'm sure that many of you know the one known as MonkeyGod, right? That's him!

Now, what is the campaign setting about, you may ask? It's a lot to explain, so I will just paraphrase the setting and put some fluffy stuff, torn straight from another Throne of Night campaign recruitment I found on the boards.

Throne of Night is a Kingmaker-style campaign set in the Azathyr, a vast region in the Darklands under the surface of Golarion. In this campaign, you will play as a Drow or one of their select servitor races or allies. You begin as the lowly scrubs of a cruel Drow Baroness who are commanded to seize the Svirfneblin town of Fasturvalt by any means necessary for your lady. But power is a fickle thing in the Azathyr and even the mightiest can fall to plots, poison daggers to the back, or the edge of a sword. Only through a combination of subjugation, conquest, and strange alliances can you rule this realm of eternal night. Do you have what it takes? Or will you just be another corpse for the scavengers to feast on?

The Azathyr and Vothys:
The drow call this entire region of the underworld the Azathyr (pronounced ah-zah-theer rhymes with fear). It means web, so named for its many labyrinthine passages. The Azathyr is vast. These upper reaches are only a small part of that dominion. And yet they are critical enough to warrant watching. Thus was a small outpost on the very edge of drow influence built here many years ago.

This outpost is Vothys. Vothys (pronounced VAH-this) is a minor outpost of the drow city-state of Taaryssia (pro. TAH-rissia). It controls access to the lower regions. It secures the entire area including the vast Fungal Jungle. It ensures that neither the deep gnomes nor anyone else can infiltrate the drow holdings beyond. And yet absolutely no drow wants to be here. The most remote and forgotten installation of the drow empire, to be stationed at Vothys is to be banished here.

Vothys resembles a tall tower carved of black stone with numerous barbed protrusions, a spiked and crenelated spire like some dark crown, and an adjoining tower about half the size of the actual spire, both structures featuring demonic statuary interspersed throughout the architecture and are lined by a well-defended wall with a single gate allowing entry. Surrounding the ground around the main spire is the Garden of Barbs, a stonecrafted area of stalagmites and barbs of sharp stone created by Drow lithomancers back in the days when Vothys was a semi-prestigious location for the nobles. The stalagmites are carved with images of the Drow's enemies being impaled, various runes sacred to dark entities across the planes, and other, more depraved imagery.

Apart from the obvious living and dining quarters of the outpost, there is also a slave camp of Kobolds beneath Vothys, Leopard kennels, numerous alchemical laboratories, the usual torture chambers, and the 'throne room' of the Baroness.

Stuff You Should Know About the Azathyr:
1. Travel is slow. Each hex represents a vast amount of space. A hex is eight miles across or approximately 55 square miles. Caverns, with their shifting elevations, winding indirect passages and ease of getting lost always count as difficult terrain for overland travel unless everyone in a party has a climb speed and is native to the underworld.

Small parties of unarmored Drow could manage one and a half hexes, but even one armored individual with them slows them down to again one a day. And larger bands have little hope of traveling more than one hex a day. Every hex you traverse takes a full day of travel. The passages of the underworld are not level, and while some are more difficult than others, this simplification better approximates average travel times. Even in the comparative wide open spaces of the Fungal Jungle, this rule still holds. The floor of that vast cavern is anything but flat and the giant mushrooms that grow everywhere can be slow to circumnavigate.

Three types of passages are shown on the hex map, which shall be included in the Campaign Information tab once the campaign starts in earnest. These are:

-Major Passages (double line): These wide passages are consistently twenty feet across or even wider. Huge creatures can pass without issue.

-Secondary Passages (single line): The passages are ten feet across. Large creatures can pass without issue.

-Minor Passages (dotted line): These passages are traversable by medium sized creatures but often only just. Often not level, travel times are doubled. Large creatures and wagon caravans cannot take them.

2. This is a world without the sun. Darkness is the norm in the Azathyr and everything down here has adapted to that fact. Anyone without darkvision (or similar non-light based senses) is at a serious disadvantage. Using fire or magical light attracts every sort of predator and signals to intelligent opposition that you are outsiders. Most enemies will use magic to counter magical light and try to extinguish torches and lanterns, realizing that such blindness creates serious problems for their enemies.

3. Water is not a problem. The Azathyr is located beneath a great forest and water filters down through the cave almost everywhere. Many cave walls are wet. Water drips and small pools are the norm. This water is largely fresh and fine to drink. In short, water is not a problem unless specifically noted.

4. Food is a problem. Every living thing in the Azathyr struggles to find enough food. Starvation is a constant threat and even in the sprawling fungal jungle, food is not easy to acquire. Many of the mushroom that grow there are either not very nutritious or genuinely poisonous. Randomly eating mushrooms is surely asking to die.

That said the staple diet of the underworld is the mushroom. About a hundred different varieties of mushrooms are commonly eaten in the Azathyr from the common button to fire-caps to yellow frills and brown-heads. These mushrooms are consumed by almost every inhabitant of this region and provide a solid base for their diet. These mushrooms consume everything that dies underground. In the case of the Fungal Jungle that great cavern was once a sprawling bat cave before it got sealed up by seismic activity millennia ago. The mushrooms thrive on ancient guano hills that are in places hundreds of feet deep. Further, the giant mushrooms of the fungal jungle (and the Deep Gnomes’ mushroom fields) produce spores in such vast quality that they can be collected and milled into a sort of flour that can be baked into spongy grey bread known in Undercommon as Veska or mushcakes in the common tongue. Mushcake is hardy and nutritious but has an earthy flavor that is definitely an acquired tasted for surface dwellers.

There are even species of mushrooms that can be brewed into sweet wort. That wort can be fermented into beer. These “black beers” are very alcoholic and dark in coloration. Their flavor closely resembles an oatmeal stout - malty, sweet and perhaps slightly bitter. They have a unique musky aroma that those born on the surface sometimes find off-putting. But the Azathyrians themselves relish these black brews and every race proudly brews their own variation. Black beer can be further distilled into a hard liquor. These home-made “shines” are made a thousand different ways. However, if you triple distill the beer, you end up with night whisky. This powerful stuff is black as ink and, if well-made, smooth as silk. The finest night whisky comes from the drow city of Taaryssia. The drow sometimes lace their whiskey with powerful hallucinogenic extracts.

But as nourishing as mushrooms are, most species of the Azathyr also need animal protein. The Deep Gnomes raise eyeless cave fish in their stock lake. Here is the secret to eating them – they must be eaten raw and whole. By eating them this way, the valuable vitamin C in their organs is not destroyed by cooking. Of course, the Svirfneblin do not understand why this works. They simply relish a small cave fish quickly scaled, soaked overnight in a peppery-salty sweet candycap vinegar brine and eaten whole the next day. Needless to say, surface dwellers often consider this ‘delicacy’ revolting. The fungal jungle also supports lizards, salamanders, cave crickets and pteranodons all of which may be eaten. But most prized of all, and very rare, are the cave auroch. It was likely the duergar who originally bred this species of miniature cattle for the depths. Whatever the source, these cattle are often treated as more valuable than gold. They graze on mushrooms and produce meat, leather, milk and beef tallow just to name a few. Wild herds are very rare, but a large free herd does yet supposedly wander the fungal jungle. This valuable resource, if true, as yet remains unclaimed.

Food imported from the surface is eagerly sought and ludicrously expensive when you can get it at all. Honey, wine and dried fruits and meats are particularly valued and fetch at least five times their surface cost.

5. Everything is unfamiliar to you as a player. The Azathyr will be a constant source of weirdness and wonders for you as a player. This is an incredibly isolated ecology. Virtually every animal and fungus found here is found nowhere else, to say nothing of the alien locales.

6. There is no weather. The Azathyr is a fairly constant 60 F/16 C. Certain areas are warmed due to geothermal activity and those will be noted. But for most areas there is nothing equivalent to surface weather. It is always dark, damp and cool. Most dwellers here like it this way. The Fungal Jungle by the way does have weather of a sort, but that will be discussed when it becomes necessary.

7. Wood is scarce. Another surface commodity that the PCs may take for granted is wood. Wood is a precious and rare commodity that must be imported from above. Wood items are rarely available for sale at all, but when they are they usually fetch ten times their list.
However, the inhabitants of the Azathyr have learned to make due. Giant mushrooms stalks can be cut into fibrous planks. If these planks are dried and kilned at a low temperature, they become hard as pine wood. This “grey wood” is commonly used in everything from crossbow quarrels to wagon wheels. Mechanically, it has no difference from normal wood. It is unquestionably inferior to good hardwood however, particularly in terms of longevity.

8. Metal and stone are not scarce The Azathyr is blessed with rich deposits of iron and marble. Items surface dweller would never dream making out of such materials commonly are in the underworld. For example on the surface, hammers always have wooden hafts. In the Azathyr, hammers are often entirely metal perhaps wrapped with leather to avoid conducting heat.

Another example – every Deep Gnome peasant in Fasturvalt lives in a house made of carved marble. This is not because of the beauty and opulence of the stone (though it is lovely). Instead, this is because marble is easily acquired from the nearby quarry and the Svirfneblin are masters at working it.

9. The Azathyr is a wild and lawless place. There is no central government in the Azathyr. No great empire unites the disparate peoples of this region. When you leave a town or city, you are on your own. Even the so-called Gnome King’s Highway that connects to great Svirfneblin cities outside of the Azathyr is not routinely patrolled.

This anarchy has two effects upon almost anyone the PCs meet for the first time. First, strangers are always regarded with suspicion and caution. Weapons are kept at hand and a fight is expected. Second, people who don’t want a fight are often very polite and formal in their speech. They know that a single slight could start a deadly battle and so they seek to head off such confrontations by being pleasant.

The closest thing that there is to a central power is the drow vault of Taaryssia. It is very distant from where the PCs begin the campaign and the Drow are disinterested rulers. Almost all of the Azathyr is a wilderness. Perhaps it will be the PCs who will change that and bring law to this sunless borderland? Only time will tell.

Still interested? Read the character guidelines then and let's see if you have what it takes to survive in the Azathyr!

Character Creation

Level: Gestalt 1

Ability Scores: Focus and Foible alternate system. Set one score to 18, before modifiers, one score to 08, also before modifiers. Then, after that, set all of your remaining stats to 10 and raise them as you desire with a 18 points to distribute on a one-for-one scale (i.e., it takes 8 points to cap out an attribute).

Optional Alternate Racial Modifiers for Drow:
These are optional, but you may substitute the traditional Drow ability score modifiers with one of these select sets.

1. Cruel Slaver: You are enslaver of the helpless and slayer of any who oppose your clan and cause. However, as mighty as you are, you are also reckless and overly quick to anger. Benefit: +2 Constitution, +2 Strength, -2 Wisdom

2. Devotee of Dark Powers You are a follower of a wicked or even demonic faith and are destined to lead a cult to great and terrible glory. Benefit: +2 Charisma +2 Wisdom, -2 Constitution

3. Master of Arcane Secrets You would use your great intelligence and experience to lead yourself and your clan to dominate all others. Benefit: +2 Intelligence, +2 Charisma -2 Constitution

4. Silent Killer You are a born assassin, ready to slay for family, your cult or perhaps even for the sheer pleasure of the kill. Benefit: +2 Dexterity, +2 Strength, -2 Charisma

5. Treacherous Infiltrator There is no lie you cannot sell, no lock you cannot pick and no enemy you will not strangle in their sleep. But in a straight fight, you are out of your element. Benefit: +2 Dexterity, +2 Charisma, -2 Strength

6. Drow Exemplar You believe in pushing yourself to the limits, becoming the best that you can be without giving up anything in return. Benefit: +2 to any score

Race: Drow are the obvious choice for this AP, along with any offshoots like Half-Drow or Tieflings. However, Drow allies and servitor races, such as Derro, Deurgar, Kobolds, Orcs, and even Mind Flayers, who of course necessitate a racial class as part of their gestalt so that they can gain all of their powers, are all options.

Class: Any Paizo class, even the Ultimate Intrigue, Occult Adventures, and Pathfinder Unchained classes being allowed, the sole exception of which is the Gunslinger. As for third-party materials, I am allowing Dreamscarred Press's Psionics and Path of War material, as well as Radiance House's Pact Magic, Kobold Press's classes, and the Warlock alternate Oracle class from Into the Breach: The Oracle supplement.

*Antipaladin note: Antipaladins are not restricted to Chaotic Evil and, indeed, may be of any alignment. As with the Paladin in normal campaigns, you must work with me to help create a code of conduct for yourself, though I imagine that it will be very flexible. That's one of the perks of being evil... none of your dark masters are likely to hold you to high standards in an array of fields, just a few specific ones.

*Pet note: Classes that grant 'pets', such as Animal Companions and Familiars, will have an alternate list to choose from.

Traits: Two regular Traits, a Campaign Trait, and you have the option of a fourth available Trait if you take a Drawback to counterbalance it.

Skills: You gain two additional Skill Points at first level and every level thereafter. Whatever Skill these points are put into at first level become class skills.

Feats: You gain THREE Bonus Feats at first level. The Azathyr demands versatility and these will help you reflect this. I am, however, banning Leadership, due to the fact that kingdom building is already implemented in the AP and Leadership really just feels like a power grab.

Hit Points: Maximum, because who really wants to roll their hitpoints?

Starting Gold: 750 GP.

Crafting: You may take crafting feats, including Craft Construct, but must handle the actual crafting between adventures.


Pathfinder Adventure Path Subscriber

Fantastic concept! Dotting for interest.


I will work something up for this.


dotting!

Going to work up a Drow antipaladin//oracle of Bones


Sounds fun. But allready have a drow... maybe a mindflayer

Where/how do we get the stats for the Mind Flayer?


ooh, interesting. very interesting.


Well, now I'm going to be saying "fungal jungle" all day.

In this setting, are male Drow subservient to the female half of the race?


dotting, but question: would you take a half-drow character (half-elf with the alternate racials to make it a half-drow spelled out in Advanced Races)? If not I will work on a full drow.


I'm very interested in this. Would you be ok with a Duergar traitor who sold out his entire clan to the Drow and in return now lives as little more than a slave among them?

I'd be looking at making him a Pyrokineticist(later mixed with some Geo)|Warpriest(Forgepriest) dedicated to the demon lord Flauros. He'd volunteer for the expedition, hoping to earn a better status among Drow outcast who might appreciate him and his skill a bit more.


Gonna put a dot on this guy right here... Working on a concept, will post once I've got it finished.


Oh wow I can't tell you how long I've waited to see this campaign without even knowing it. Drow are by far my favorite race and there is just so much you can do with gestalt. I'm going to go ahead and say my first reaction to play in this campaign is a psychic with ninja so I can take advantage of some of the new ki-using feats. I'll have a concept up this evening.

So stoked


I'm 110% on board for this. Always did love mind flayers, though I have no idea how you'd want to make the class features for it. The other half of the gestalt would be either a rogue or an antipaladin, I'm thinking. Will have a concept up for you as soon as I get a little more information about the mind flayer side of things. I'm eagerly awaiting hearing what you've got!


LAB Rat wrote:
I'm 110% on board for this. Always did love mind flayers, though I have no idea how you'd want to make the class features for it. The other half of the gestalt would be either a rogue or an antipaladin, I'm thinking. Will have a concept up for you as soon as I get a little more information about the mind flayer side of things. I'm eagerly awaiting hearing what you've got!

Yup. Just want to know what we build it off of =^^=


I love the drow and the underdark/dark lands, I am most certainly interested in this.

What would a Cavalier have access to for mounts?


Arameth:

Arameth "The son of Asmodeus"
Drow Treacherous Infiltrator
Warlord 1 / Inspired Blade Swashbuckler 1
LE Medium Humanoid (Elf)
Init +9; Senses Perception +4 Darkvision 120'
Traits: Community Minded, Improved Darkvision, Fates Favored, Warrior of Old
Drawback: Cruelty
FCB: Warlord +1HP/Level
------------------------------------------
DEFENSE
-------------------------------------------
AC 20(+22), touch 15, flat-footed 15(+17)
(+5 armor, +5dex, (+2shield))
hp 14
Fort +5, Ref +7, Will +0
--------------------------------------------
OFFENSE
--------------------------------------------
Speed 30'(20'in Armor)
Melee:
Rapier +8 1d6+5 18-20 x2

Melee: Scarlet Einhander
Rapier +8 1d6+1d6+5 18-20 x2

--------------------------------------------
Special Abilities
--------------------------------------------
SR: 7 Immune to Magic Sleep, +2 save vs Enchantment

Panache: 7/7
Brave Gambit
Victory Gambit

--------------------------------------------
Maneuvers/Stances
--------------------------------------------
Stance Known:
Scarlet Einhander *

Maneuvers Knows: *= Prepared
Panther of the Hunt *
Primal Wrath *
Scything Strike *
Encouraging Roar *
Crushing Blow
Hunting Party

--------------------------------------------
STATISTICS
--------------------------------------------
Str 10, Dex 20, Con 16, Int 10, Wis 10, Cha 20
Base Atk +1; CMB +1(+7disarm/Sunder/Trip); CMD: 16

Feats:
Weapon Finesse (Free)
Weapon Focus Rapier (Free)
Fencing Grace (Bonus Warlord)
Improved Initiative (1st)
Combat Reflexes (Bonus)
Piranha Strike (Bonus)
Extra Panache (Bonus)

Skills: Linguistics +4, Stealth +7, Perception +4, Diplomacy +9, Sense Motive +4, Bluff +9

Languages: Undercommon, Elven, Common

Gear:
MW Kikko, MW Rapier, Tattoo of Absorb Weapon, Potion CLW x2, Drow Poison x2

Gold: 50gp

Carrying Capacity
Light: 0-33, Medium: 34-66, Heavy 67-100

Carried: 27lbs.

Backstory:

Arameth the destined, Son of Asmodeus, the name was whispered through Taaryssia. Through ritual and dark magic it was said the birth came about. Arameth’s mother Elisiasara was a high priestess of Asmodeus and trusted adviser to the Queen. Both were respected members of House Undorid. Rumors of the birth and how it came to be were whispered and found their way to even the queen’s ear. Fear came from the unknown and a dark destiny to unite the lands of Azathyr was something the queen did not care to hear. With proper maneuvering of the noble houses and money changing hands with which it needed to do so with Elisiasara found and unjust end. She had been banished with her son. The two were sent to Vothys, a forgotten city at the edge of the empire. Baroness Satha was not happy to receive such a gift, but was forced to do so. Since this she has done her part to make life hell for Elisiasara and her spawn. Arameth was a strong boy, blessed with the strength of Asmodeus himself. He was the son of a god and for this was hated. So hate grew in his heart as well as that is what he was taught. He was also taught resolve and a hunger for power from his mother. She told of the destiny she foresaw. His birth was planned and he would grow to be a living god, a walking symbol of Asmodeus. He get revenge on those that wronged his family and in doing so unite the drow more so than it has ever been.
Knowledge of this destiny made Arameth vain and proud. His temper was quick and those on the wrong side of it soon regretted their transgressions. It had been a few years now and Elisiasara had passed. It looked like an accident but Arameth had suspected the Baroness. The Baroness has grown bold and seeks to extend her power. For this she is forming an army. Aermath decided this would be the best way to conspire against her. He would join her army even help lead it against the deep gnomes in there take the an attempt to win favor. Once the men were loyal to him he would get revenge for his mother and from fight to Taaryssia itself and the queen.

He was originally done up as a mighty godling, but I kept the same back story as the game never got off the ground. Thanks for the consideration.


And how will you be handling the fact that its incomplete and was supposed to be updated a long time ago, also the fact that people now suspect Gary took off with their money or won't finish. Also for those not familiar with the whole thing Throne of night is by the same 3pp as Way of the Wicked.


I'm thinking a drow warder/psion, possibly a member of the black thorn knights...but the temptation to play a mind flayer is really strong, looking forward to seeing the stats on those.


DM,

Would you allow Purple Duck games' medium from their Covenant Magic series?


Korak The Boisterous wrote:
And how will you be handling the fact that its incomplete and was supposed to be updated a long time ago, also the fact that people now suspect Gary took off with their money or won't finish. Also for those not familiar with the whole thing Throne of night is by the same 3pp as Way of the Wicked.

Most campaigns don't go the whole way through anyway. GM could just make it up if they get all the way through what's currently finished.


Yes, Gm could, but I want to know what they're planning to do once they reach the end of book 2


I am in like sin. Will draw something up once I get home.


On this. Had a gestalt charactrer I've been dying to play and still cant get a game with them.


Korak The Boisterous wrote:
And how will you be handling the fact that its incomplete and was supposed to be updated a long time ago, also the fact that people now suspect Gary took off with their money or won't finish. Also for those not familiar with the whole thing Throne of night is by the same 3pp as Way of the Wicked.

Didn't Gary update the kickstarter with a ton of art like two weeks ago? They are still promising to finish it, even if it is long overdue.


@Gm
If Illithids are options, would Driders also be options?


The Pale King wrote:
Korak The Boisterous wrote:
And how will you be handling the fact that its incomplete and was supposed to be updated a long time ago, also the fact that people now suspect Gary took off with their money or won't finish. Also for those not familiar with the whole thing Throne of night is by the same 3pp as Way of the Wicked.
Didn't Gary update the kickstarter with a ton of art like two weeks ago? They are still promising to finish it, even if it is long overdue.

More to the point I wouldn't worry too mcuh about it given the pace of pbp anyway.


Sounds fantastic! I'd love to play a drow wizard. Doesn't look like you have any arcane types yet. I will update with a build later today.

Sczarni

I am so freaking excited for this. Working up something.

Silver Crusade

very interesting dot. thinking arcane.. wizard/something.

that or a rogue like character.

Silver Crusade

Think I will go the rogue route. Would you allow us to retrain feats? Nevermind, I'll go the non-retrain way. He is missing a feat I believe and I am unsure what to do with it..

Crunch and Idea for Dravonic:

(Pronounced Drah-vo-nik)
Unchained Rogue/fighter (either Two weapon warrior or mobile fighter).
Treacherous infiltrator
Alternate class features: Ancestral enmity, Stalker
Focus: Dex
Foible: Cha

Traits:
Reactionary, signature moves, Bastard(Campaign), Resilient
Drawback:
Ability scores:
Str: 12
Dex: 20
Con: 14
Int: 14
Wis: 16
Cha: 10

Vitals:
HP: 12
AC: 18
Saves:
Fort: +4
Ref: +7
Will: +6 (+2 vs enchantment effects)
Initiative: +7

Offense:
Movement: 30ft

Scimitar: +8
Damage: 1d6+1 +1d6

Dagger: +6
Damage: 1d4+1 +1d6

Feats:
1- Weapon finesse (class), weapon focus Scimitar (fighter), , nimble moves (trait), Iron will, Acrobatic Steps, Light Step, Alertness

Arms and Armor:
MWK Studded leather armor,
MWK Cold Iron scimitar (Signature moves)
10 Daggers

Misc. Gear:
Backpack, belt pouch, grappling hook, 150ft silk rope, 5 bags of Caltrops, 5 potions of CLW, 2 Anti-toxin Rations (20), waterskin (3), Chalk (20), Blade guard (2), 4 Smoke Pellets (smog), 2 Smokestick, 3 Flash powders, 5 shrieking pastes

Skills: 8+Int/ level (10/level)
Acrobatics-1 (+9)
Bluff-1 (+5)
Climb-1 (+5)
Disable Device-1 (+9)
Know. Local-1 (+6)
Know. Nobility-1 (+6)
Perception-1 (+9)
Stealth-1 (+9)
Sleight of Hand-1(+9)
Sense Motive-1 (+7)
Survial-1 (+7)

background Idea-
A bastard of a noble house, he has made his living as a blade for hire/thief/assassin/scout/spy. He plans to one day take prominence and power the likes that no other male has seen. Nothing will stop him from his goal. Until then however, he will continue to play the good mercenary, to suck up. But if the chance ever comes, he will slip a blade into anyone if that would advance his goals.


Never mind don't bother answering my question, I initially skipped over the build rules for this game and I've found gestalt annoys me. Have a fun game everybody, Korak out!


Dotting for interest! I've always adored the sinister nature of drow. I think I'll probably work up a divine caster. Intriguing idea!


I am interested in the campaign but don't have a concept yet. I'll take some time to work something up.


My first thought is a con man leader type bard/swashbuckler. That won't be the most combat capable build, but it should be fun and useful in kingdom building.

Sczarni

Are the path of war feats available? I saw that you listed Path of War under classes, so I just wanted to double check on the feats.


Durrak the Drow Wizard/Arcanist for your consideration:

Link: Durrak.

Just used a spreadsheet for now - let me know what medium you would prefer this to be transferred to.

Still need to work out the familiar based on what is available based on the setting.


So i want to do an Orc barbarian/something but can't decide. Fighter or Oracle or inquisitor and perhaps even anti paladin could work.

He's basically going to have been an arena fighter turned bodyguard who finds serving drow better than being stuck in a fighting pit. So he is 'loyal enough' when he isn't hulking out. I want him to be generally(dump Int) stupid but scary.

Silver Crusade

Background and Personality:
Dravonic Was born to one of the ruling houses, or that is to say, one of the more powerful families in the underdark. He was not gifted with any arcane talent to his dismay, but his skill with a blade seemed natural. He always detested being considered expendable and all but worthless. Many of the patron of his house's plan failed due to his subtle rebellious actions. Most of the plans were of no real consequence and were but irritations to the patron who wondered why they failed. He was planning a coup within the house to gain the station of Intelligence Master, however before that his house was attacked by a combination of three others. During the battle Dravonic, knowing that his house was doomed, snuck out of the area and removed his last name. His house and family were slaughtered to a man, save him. He would live the next decade as a thief for hire in the city, and whenever something went wrong he would flee to the underdark caverns until he deemed things had calmed down. Now, with the new finding, he sees potential to finally gain power enough to become a prominent lord of the underdark even if he was a male, no, he had to do this even more BECAUSE he was a male. He was no lesser than them, he would prove.

Personality- He always puts up a front of open friendship with most people, and seems very amiable, however a lifetime of treachery has left him untrusting. Perhaps, one of the things he desires is true companionship, if so he has long since hidden and drowned that into his subconscious by a desire for power, gold, and respect.


Potential interest. What do you see as the game's posting rate, and would this be focused more on exploration or kingdom-building?

Silver Crusade

You said most terrain in the game will be considered difficult yes?

Dravonic:

(Pronounced Drah-vo-nik)
Unchained Rogue/fighter (Counterfeit mage/Glory Rogue/Mobile Warrior).
Treacherous infiltrator
Alternate class features: Stalker
Focus: Dex
Foible: Cha

Traits:
Reactionary, signature moves, Bastard(Campaign), Resilient
Drawback:
Ability scores:
Str: 12
Dex: 20
Con: 14
Int: 16
Wis: 16
Cha: 10

Vitals:
HP: 12
AC: 18
Saves:
Fort: +4
Ref: +7
Will: +6 (+2 vs enchantment effects)
Initiative: +7

Offense:
Movement: 30ft

Scimitar: +7
Damage: 1d6+1 +1d6

Dagger: +6
Damage: 1d4+1 +1d6

Feats:
1- Weapon finesse (class), TWF(fighter), nimble moves (trait), Iron will, Acrobatic Steps, Light Step, Alertness, Deceitful

Arms and Armor:
MWK Studded leather armor,
MWK Cold Iron scimitar (Signature moves)
MWK scimitar
10 Daggers

Misc. Gear:
Backpack, belt pouch, grappling hook, 150ft silk rope, 5 bags of Caltrops, 3 potions of CLW, 1 Anti-toxin Rations (20), waterskin (3), Chalk (20), Blade guard (2), 4 Smoke Pellets (smog), 2 Smokestick, 2 Flash powders, 5 shrieking pastes

Skills: 8+Int+2/ level (13/level)
Acrobatics-1 (+9)
Bluff-1 (+6)
Climb-1 (+5)
Disable Device-1 (+9)
Know. Local-1 (+7)
Know. Nobility-1 (+7)
Know. Arcana-1 (+7) (bonus skill)
know. Religion (+7) (bonus skill)
Perception-1 (+10)
Stealth-1 (+9)
Sleight of Hand-1(+9)
Sense Motive-1 (+9)
Survial-1 (+7)

background Idea-
A bastard of a noble house, he has made his living as a blade for hire/thief/assassin/scout/spy. He plans to one day take prominence and power the likes that no other male has seen. Nothing will stop him from his goal. Until then however, he will continue to play the good mercenary, to suck up. But if the chance ever comes, he will slip a blade into anyone if that would advance his goals.

Background:

Dravonic Was born to one of the ruling houses, or that is to say, one of the more powerful families in the underdark. He was not gifted with any arcane talent to his dismay, but his skill with a blade seemed natural. He always detested being considered expendable and all but worthless. Many of the patron of his house's plan failed due to his subtle rebellious actions. Most of the plans were of no real consequence and were but irritations to the patron who wondered why they failed. He was planning a coup within the house to gain the station of Intelligence Master, however before that his house was attacked by a combination of three others. During the battle Dravonic, knowing that his house was doomed, snuck out of the area and removed his last name. His house and family were slaughtered to a man, save him. He would live the next decade as a thief for hire in the city, and whenever something went wrong he would flee to the underdark caverns until he deemed things had calmed down. Now, with the new finding, he sees potential to finally gain power enough to become a prominent lord of the underdark even if he was a male, no, he had to do this even more BECAUSE he was a male. He was no lesser than them, he would prove.

Personality- He always puts up a front of open friendship with most people, and seems very amiable, however a lifetime of treachery has left him untrusting. Perhaps, one of the things he desires is true companionship, if so he has long since hidden and drowned that into his subconscious by a desire for power, gold, and respect.


Apparently the forums are really good at eating posts, as my replies are not here. Here are my replies to your queries, round two!

DRIDERS AND AZATHYRIAN MYCELOIDS ARE ALSO OPTIONS FOR PLAYER RACES!

Seth86: I will post the link to the document in roughly 16 hours. I have a few things to do in the meantime and it's a LOT to post! I will state that it is a 10-level class whose capstone is the lethal Extract Brain power. You have it in a lesser form at the beginning, requiring 1d6+4 consecutive rounds attached before you can extract, each round dealing a small portion of acid damage. It is well-balanced, considering that your BAB is utterly abysmal and that you need to have ALL FOUR tentacles attached for each of those rounds before you can suck out their brain. Driders would indeed be options. I forgot to mention those, unfortunately.

JJ Jordan- Fungal Jungle is rather catchy! To answer your question though, these are Golarion Drow, so the males are still below the females. In all fairness though, they have MUCH more power than the lowly scrubs from the various D&D worlds. In Golarion, male Drow are seen as weaker and less capable than the females and can never occupy the highest echelons of power, at least that's how it has been for millenia.

The Emerald Duke: Half-Drow are allowed. I noted them in the Races section on the first post, but that post had a lot of text, so you probably missed it. I had to reread it several times and add information that I missed before I posted it.

Cuan: That background is fine to me! It also makes sense, because he would have a reason to cling to the outcasts. After all, their superiors discarded him after he gave them what they wanted and who wants a sacrifice like the one he made to be for nothing?

Mimesyne: You mean the Chakra feats from Occult Adventures or some other ones?

The Pale King: Mounts available for Cavaliers include giant spiders, riding geckos, dire bats, and other, similar creatures. Any of those I specifically listed interest you?

Aqua-Thor: Given how that is thematically similar to Pact Magic and I have the PDF, it is allowed. I am hesitant about allowing the expanded material from the supplements, however, since I do not own those.

TarkXT: Is your gestalt character one of the approved races or can it be retooled as one?

Wondering_Monster: All Path of War material is allowed. Playtest material for Path of War is also allowed, though you will need to make any requisite changes once the final files come out.

Gilvesh- My preferred medium for character profiles is an alias, as it makes it a bit easier for me to connect your character with their name and such. Something about seeing the name and picture, then clicking on them and bringing up all their information just helps make it easier, you know?

HighonHolyWater: To the tune of "ORC MAN SAY IT CLOBBERING TIME!!!" scary/strong/stupid?

Thunderbeard: I hope the posting rate is 2-3 posts per day, but I will settle for 1-2. There is a lot of exploration that can be covered but, as with all Kingmaker type APs, it is all up to the PCs. I will say that it is wise to explore each hex fully, as there are a LOT of things to find, some of which aids the PCs, some of which aids their burgeoning kingdom, and some which are completely useless but still interesting to find. I am going to handle the actual kingdom building discussions and roleplay on another thread though, so things can be separated a bit easier for future reference and such.

Rorek55: Not most, but definitely more than is usual for a campaign.


Awesome, might go with drider then

How will you handle the drider? also HD based like the illithid?


He's a tiefling. S oyes already good with some stat retooling and background adjustment.


One option for driders is shown here.

Though at 35 race points, it would probably take up half of your gestalt.

-----

Since Lolth is only in D&D, what gods are worshipped?

I'm thinking of an Inquisitor/Dread - a professional torturer.

stats:

Vhaelkyn Dryaalis
Drow inquisitor of Zon-Kuthon 1/dread 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 102, Ultimate Psionics 40)
NE Medium humanoid (elf)
Hero Points 1
Init +2; Senses darkvision 120 ft.; Perception +11
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 11 (1d8+3)
Fort +6, Ref +6, Will +9; +2 vs. enchantments
Immune sleep; SR 7
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Ranged light crossbow +2 (1d8/19-20)
Special Attacks judgment 1/day
Spell-Like Abilities (CL 1st; concentration +6)
. . 1/day—dancing lights, darkness, faerie fire
Inquisitor Spells Known (CL 1st; concentration +6)
. . 1st (3/day)—cause fear (DC 17), cure light wounds
. . 0 (at will)—bleed (DC 15), detect magic, disrupt undead, stabilize
. . Domain Destruction (Torture subdomain)
Dread Powers Known (power points 3, ML 1st; concentration +6)
. . 1st—untouchable aura (DC 17)
. . 0 (at will)—conceal thoughts, unearthly terror (DC 16)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 10, Wis 20, Cha 20
Base Atk +0; CMB -1; CMD 11
Feats Access Psionic Talent, Soulless Gaze, Touch Of Terror, Weapon Finesse
Traits memorable, slave taker, - custom trait -
Skills Diplomacy +9, Intimidate +14 (+16 while questioning prisoners), Perception +11, Profession (torturer) +9, Sense Motive +10 (+9 while questioning prisoners), Stealth +5, Survival +9; Racial Modifiers +2 Perception
Languages Elven, Undercommon
SQ devastating touch, fearsome insight, hero points, monster lore +5, painful smite, poison use, stern gaze +1
Other Gear mwk lamellar (leather) armor, mwk buckler, crossbow bolts (20), light crossbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text, interrogation tools, lock, good, manacles, mess kit, pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Zon-Kuthon, 208 gp, 2 sp
--------------------
Special Abilities
--------------------
Access Psionic Talent Gain five talents.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Devastating Touch (1d6+1) (Su) A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack as a standard action on a living target. If the attack hits, it deals 1d6 points of damage p
Drow Immunities - Sleep You are immune to magic sleep effects.
Fearsome Insight +0 Insight bonus to Intimidate.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor Domain (Torture) You revel in the pleasure of causing pain in others, whether to extract information or simply for the sake of causing suffering.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Memorable Increased duration if you modify character's attitude with Diplomacy or Intimidate.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Painful Smite (8/day) (Su) Declare before att, add Wis to dam & all nonlethal. If hit, free demoralize with bonus.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Slave Taker You specialize in disabling foes without wounding them, preserving their value as slaves. Whenever you deal nonlethal damage in combat, that damage increases by +1.
Soulless Gaze Otherworldy dread infuses your gaze.
Spell Resistance (7) You have Spell Resistance.

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Hey all, stopping in to say that I'm playing a Spell-Less Ranger taking the Deep Warden archetype. Other half of the gestalt is yet to be determined, but leaning towards Inquisitor, and filling a sneaky/scout role.


What up Monkeygod?

Decided instead to go Dread/Bloodrager

Dark Archive

Oracle of the Azathyr wrote:
Mimesyne: You mean the Chakra feats from Occult Adventures or some other ones?

I had meant the ones from Occult Adventures, but then I read them more and was like x.x I dunno if I'm ready for all this... newness And I think for this AP the rogue picking up a talent that gives him a ki pool would be a better choice anyways.

But... that leads me to...

Monkeygod wrote:
Hey all, stopping in to say that I'm playing a Spell-Less Ranger taking the Deep Warden archetype. Other half of the gestalt is yet to be determined, but leaning towards Inquisitor, and filling a sneaky/scout role.

Oh nooo! After I decided I wasn't really wanting to mess with the chakras in OA, I had settled on spell-less ranger! You even had about the same idea for archetype (I was looking at taking both the deep walker and falconer archetypes) >.<!!

Guess it's back to the drawing bored. Currently thinking about a psychic/rogue (I'm determined on that psychic! And it looks like I'm the only one so far) and trying to build a ranged rogue. You see, I have a vision for this character and it involves bows n arrows x.x!

On the off chance you'd allow two characters filling a similar niche (perhaps some friendly rivalry hmm hmm?) I'm going to include my spell-less ranger build as well as an alternate build (probably a rogue, if nothing else we'd be a killer scouting team!). The crunches will be different, but the backstory should all be the same (maybe a couple minor tweaks after a final build is chosen)

But hey, at least I got a name and alias for her ready!


I present Nilonim of No House for consideration. Born with a status little above a slave, the spirits speak to him in all their forms. He is being sent to die in exile because the powers that be fear that killing him in the city might create a greater danger than him alive. Let his spirits and corpse haunt caverns far, far away.

A more detailed background and description will be forthcoming.

(Was Aqua-Thor)

Silver Crusade

any feedback for my character idea GM? can it work?

Sczarni

Are drow proficient with the Elven Curved blade? Or would that require exotic weapon proficiancy?


Riding geckos sound like an incredibly fun mount for a Cavalier. I'm not to into the gestalt idea though, so I'll give it some thought before applying.

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