Throne of Night (Overlord)

Game Master NS


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Zahir here.

I will submit a Drow Deep Walker Ranger using the Cruel Slaver and Improved Darkvision Traits.

Combat will be as an archer switch hitter.

Any suggestions from the Player's Guide for favored enemies? Was seriously considering doing this as a Duergar, but your opening post makes it sound like Drow are preferred.


Here's crunch for Vayshan eved'Vytharia. I'll get the background up later.

crunch:

Vayshan eved'Vytharia
Male Drow Ranger (Deep Walker) 1
LE Medium humanoid (elf)
Init +3; Senses darkvision 180 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor)
+1 to ac when not shield bashing
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2; +2 vs. enchantments
Immune sleep; SR 7
Weakness light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) and
scimitar +5 (1d6+4/18-20)
scimitar and shield bash +3/+3 (1d6+4/18-20 and 1d4+4)
Ranged shortbow +4 (1d6/×3)
Special Attacks favored enemy (aberrations +2)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 12, Int 10, Wis 14, Cha 9
Base Atk +1; CMB +5; CMD 18
Feats Two-Weapon Fighting, Nimble Moves
Skills Acrobatics +4, Climb +8, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Linguistics +1, Perception +8, Stealth +7, Survival +6; Racial Modifiers +2 Perception
Languages Elven, Infernal, Undercommon
SQ poison use, track +1, wild empathy +0
Other Gear chain shirt, shield spikes light steel shield, dagger, scimitar, shortbow, 20 arrows, backpack, bedroll, blanket, hammer, piton (2), hemp rope (50 ft.), waterskin, 3 gp, 7 sp
--------------------
Special Abilities
--------------------
Darklands Stalker - May move through difficult terrain underground without penalty
Darkvision (180 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs Favored Enemy (Aberrations).
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Resistance (7) You have Spell Resistance.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Traits
--------------------
Silent Killer
Improved Darkvision


Hahaha, there went my Deep Walker idea!

No biggie.


@DM NS: Sweet, thanks! I'll get working on it tomorrow!


I'm going to put forth a combat-oriented alchemist. Probably a beastmorph.


Nah, Vivisectionist instead. Fits better.


Wrapping up my Inquisitor, will have crunch/backstory up shortly.

Dark Archive

Dotting for interest.

Thinking about working up an arcane caster of some sort - probably either Dimensional Occultist Witch or Conjuration Wizard ultimately aiming for the Diabolist prestige class.

Will do some brainstorming and try to get a preliminary app up in the next day or two, though - full disclosure - I tend to be rather "deliberate" (read: slow) when it comes to character creation. :/


Dotting. I have in mind a drow wizard (diviner) in mind, because nothing says Machiavellian scheming more than that. I'll get him posted here for your consideration as soon as I can.


"I will spread Joy and Enlightenment to all of the world!"
Adhan_Cielo's Inquisitor here!

Fluff:
Contrary to popular belief, Drows are not born evil by nature. It's their society that brings them to become cruel and wicked, shaping them to be the beings which the surface dwellers speak only in curses and hushed whispers. Following this line of thinking, some drow could be born with a particular kind and loving nature (or simply a lack of regard for the dark elves' society in general) that later gets twisted by their surroundings.

Lythirra was one of this Drows. Her decades long childhood passed rather uneventfully, but she could never help not to have some doubts on Drow society: Why everyone was so power-hungry? Why did everyone who wasn't a female Drow had to be treated like cattle? And why everyone seemed to like to inflict pain to others without a reason? To keep herself entertained, fighting the boredom and avoiding to do something that openly opposed the tenets of Drow society, she started acting as a courtesan at a relatively young age. While not stunningly beautiful as other Drow women, Lythirra seemed to know exactly what chords to strike when talking to others: while this may have been a great boon in Drow politics, she never used it to gain any personal advantage, something that baffled other dark elves more than once.

She kept on with this routine for years and years, until one day she found a copy of the Umbral Leaves. At first glance, they seemed to her mostly gibberish and nihilistic ravings about a dark place behind the stars, blackest even than the most hidden parts of the Underdark. While much of it didn't make any sense, some parts of it gave her “new ideas” for her encounters with her numerous partners. In Lythirra's mind started to crept the awareness that pain and pleasure were one and the same, but as time passed, tough, she found harder and harder to stop right before severely hurting her lovers. Much to her joy, the city's torturers were looking for an apprentice, so Lythirra enrolled to find a way to vent her growing dark desires. Every time she tortured someone, she treated the occasion as a form of grisly lesson of anatomy, staring with wonder at the results of the unnameable things she did to her victims. As time passed, she also found that she understood more of the writings of the Umbral Leaves, as if her mind was becoming alike the one that wrote that wicked tome...
But even at that time, Lythirra couldn't still shake off the feeling that she was missing something. Something that she thought she had found when she met Iradli.

Iradli was a human prisoner who was captured and brought to . Lythirra's heart skipped a beat when she first saw him and, after some natural distrust on his part, they quickly fell in love. She visited him every day, always separated by prison bars that prevented them to exchange even a single gesture of affection, Lythirra's heart was filled with love and happiness: she felt she finally found a meaning to her existence, a reason to live. All the pain, the lust she experienced and gave seemed so futile now. She started plotting an escape for her and Iradli, thinking of exacting the favors she amassed in her years as a courtesan.
Alas, it was not meant to be. Iradli was captured because he held important information, information that had to be obtained. And the one that was chosen to do this, either by twist of fate or order of someone who got wind of what she was planning, was Lythirra.

She tried to make someone else to do it, but to no avail. When they brought her and Iradli in the torture chamber, a high ranking officer stayed in the room to make sure that the orders were carried out and the information obtained. Lythirra started sobbing as soon as she picked up the torture instruments, forced to carry out the orders. The future that she hoped to live, the love who brightened her life, were crumbling under her hands with every lash, and every scalpel hit slowly eroded her sanity. As she went on and on, her sobs became a chuckle that grew stronger and stronger and stronger until they became a manic laugh. She started thinking of the Umbral Leaves, and Iradli's cries became moans in Lythirra's now broken mind.

That night, the information were obtained.
That night, Lythirra's sanity was lost.
That night, she understood the meaning of life.
That night, she became an apostle of joy, to spread enlightenment to all.
That night, she found a way to bring Iradli always with her.
That night, she found the skin needed to bind her personal copy of the Umbral Leaves.


Crunch:
Lythirra
Female Drow Inquisitor 1 (Pathfinder RPG Advanced Player's Guide 38; Pathfinder RPG Advanced Race Guide 0)
LE Medium humanoid (elf)
Init +1; Senses darkvision 120 ft., low-light vision; Perception +9
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +5
SR 7
Weakness light blindness
--------------------
Offense
--------------------
Speed 20 ft.
Melee spiked chain +3 (2d4+4)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—charm person (DC 13)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—touch of darkness (1 round)
Inquisitor Spells Known (CL 1st; concentration +4):
. . 1st (2/day)—command (DC 15), interrogation{super}UM{/super} (DC 14)
. . 0 (at will)—create water, detect magic, guidance, light
. . Domains Darkness, Loss
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 12, Int 10, Wis 16, Cha 12
Base Atk +0; CMB +3; CMD 14
Feats Blind-Fight, Endurance, Nimble Moves
Traits pain is pleasure, noble courtesan
Skills Diplomacy +6, Heal +7, Intimidate +6, Knowledge (dungeoneering) +4, Knowledge (religion) +4, Perception +9, Profession (torturer) +7, Sense Motive +9; Racial Modifiers +2 Perception
Languages Elven, Undercommon
SQ darklands stalker, judgement 1/day, monster lore +3, poison use, stern gaze
Other Gear scale mail, spiked chain, inquisitor's kit, 15 gp
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Darklands Stalker Move through difficult terrain without penalty while underground.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Inquisitor Domain (Loss)
Judgement (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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Resistance (7) You have Spell Resistance.
Touch of Darkness (1 round, 6/day) (Sp) With a melee touch attack, target suffers 20% miss chance

Personality:
For Lythirra's scarred psyche, Pain is Truth, and Truth is Joy. Everything else is meaningless, and she's determined to spread the Joy of Pain to everyone and everything. Always searching new ways to inflict pain on herself and others, Lythirra hasn't the usual Drow ideas of race or gender superiority: enlightenment is something everyone should savor. As such, she will show her cheerful and joyous personality to everyone in the party, be they male,female,drow,hobgblin,duergar or everything else.

95% percent done, but everything important is here. I'm looking if there's an appropriate Inquisitor archetype, and for a decent character image. Finding a sensibly dressed one is proving difficult. <.<


Rysky here submitting Lupi, Cruel Slayer and former Gladiatrix. Probably gonna be a Cavalier/Samurai, Order of the Cockatrice. Will get to work on everything once I nail down which class.

Edit: You have made yourself clear on no 3pp, but what about stuff from the MCA wiki?


Here is her crunch

Summoner:

Zartana
Drow Summoner 1 (Pathfinder RPG Advanced Player's Guide 54; Pathfinder RPG Advanced Race Guide 0)
LE Medium humanoid (elf)
Init +2; Senses darkvision 120 ft., low-light vision; Perception +3
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +2, Will +3; +2 vs. enchantments
Immune sleep; SR 7
Weakness light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +1 (1d6+1/18-20)
Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—summon monster
Drow Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—dancing lights, darkness, faerie fire
Summoner Spells Known (CL 1st; concentration +5):
. . 1st (2/day)—lesser rejuvenate eidolon{super}APG{/super}, mage armor
. . 0 (at will)—acid splash, guidance, mage hand, resistance
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 12, Wis 12, Cha 19
Base Atk +0; CMB +1; CMD 13
Feats Spider Summoner[ARG]
Traits loyalty across lifetimes, uskwood hunter (nidal)
Skills Knowledge (dungeoneering) +5, Perception +3, Ride +6, Spellcraft +5, Stealth +7; Racial Modifiers +2 Perception
Languages Drow Sign Language, Elven, Undercommon
SQ eidolon link, life link, poison use, share spells with eidolon
Other Gear leather armor, rapier, hip flask, pathfinder's kit, 107 gp
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Loyalty across Lifetimes Eidolon treats Constitution score as 2 higher when dying.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Spell Resistance (7) You have Spell Resistance.
Spider Summoner Summon Monster and Nature's Ally can summon spiders. Increase their web and poison DC by 2.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Uskwood Hunter (Nidal) +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

--------------------

Eidolon
Quadruped
LE Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 9 (+4)
Fort +3, Ref +4, Will +0 (+1 vs. Enchantment spells and effects)
--------------------
Offense
--------------------
Speed 50 ft., climb 50 ft.
Melee bite +3 (1d6+3)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (can't be tripped)
Feats Toughness
Skills Climb +10, Knowledge (planes) +2, Perception +4, Sense Motive +4, Stealth +6
Languages Common
--------------------
Special Abilities
--------------------
Climbing (50 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).


Hmm leaning to Samurai (Sword Saint) atm, question though:

The Samurai revolves either picking the Urumi, Naginata, Katana, or Wakazashi. Would you be okay with me selecting a Nodachi instead?


Also do we have access to any other Dieties besides Azzy?


From OP wrote:
Characters must either worship Asmodeus or a philosophically compatible god.


Or the various Archdevils, Dukes, etc


Except Daemon Harbingers. No one wants to work with Daemon Harbingers :P

Also, fixing equipment and updating the character alias.


Lythirra, Apostle of Joy wrote:
Except Daemon Harbingers. No one wants to work with Daemon Harbingers :P

*narrows eyes*

I don't know you.


Lupi wrote:
Lythirra, Apostle of Joy wrote:
Except Daemon Harbingers. No one wants to work with Daemon Harbingers :P

*narrows eyes*

I don't know you.

You have to admit, some of them are okay, but I wouldn't be in a 5 Km radius of a follower of Folca*.

*Risky, was it you that proposed to add the Unmarked Van to their Summon Monster list?


Well crap. Guess I got beaten to the punch on the inquisitor...welp.


I would like to submit Mithas, Fighter(Brawler) for consideration.

Party Role:

DPS and battlefield control. Mithas is a TWF shield bash build. He will be aiming for lockdown and bull rushing feats. The end game being greater shield bash to proc AoO for the other party members.

Background:
Trained since he was a child, Mithas is a bodyguard without peer. Given as a gift to commemorate his ward's coming of age, Mithas has served many years as his ward's faithful bodyguard. Mithas is bound by blood to protect his ward against all danger and under the effects of a greater geas to do the same. That does not mean that he is under any obligation to obey the orders of his ward, and if his ward tries to take any action that would put them into pointless danger, he will actively oppose it. To date he has been successful in his watch and has no intention of failing now.

With this particular background, I would hope to have one of the other PCs with an appropriate background be Mithas' ward. He could also be the bodyguard for a group of siblings, if we go the siblings or fallen house route.

Personality:
Dour and grim. Large for his race, Mithas massive body exudes menace. He likes to deal with situations head on and feels that there isn't problem that can't be fixed with violence or intimidation. He has long come to terms with his situation and does not chafe under the limitations that have been put on him. If his geas were ever to be lifted, well then things might be different, but unlikely. After so long at his duty, Mithas no longer even dreams of a different fate.

Please let me know if you have any questions and good luck to everyone.


Chiming in as the third of the three reserved slots.

And just saying, competition is the name of the game. Applications will overlap, so I wouldn't be too gunshy about applying with an idea similar to someone else's.


Tourach wrote:

Chiming in as the third of the three reserved slots.

And just saying, competition is the name of the game. Applications will overlap, so I wouldn't be too gunshy about applying with an idea similar to someone else's.

"Sisters, brothers, do not be shy! Zon-Kuthon's darkness embraces all!"

Yeah, I agree. Better to submit what you like best, and have fun. We're going to be 6-7, there are bound to be some overlap, and we're talking about 2 Inquisitors or 2 Clerics, not 2 Commoners: they don't hurt. :P
Beside, with all those extra Teamwork feats 2 Inquisitors could be awesome, and they're such a modular class that two will be hardly alike.
Heck, I would have submitted this character even if there were 5 other Inquisitors!It's also true that I'm the only one playing a sadomasochistic psycho who made an unholy text out of the skin of her ex-boyfriend...

Silver Crusade RPG Superstar 2014 Top 16

Tourach wrote:

Chiming in as the third of the three reserved slots.

And just saying, competition is the name of the game. Applications will overlap, so I wouldn't be too gunshy about applying with an idea similar to someone else's.

Yeah? So what are you playing? OPbviously we don't want to overlap with you three!

One of you has Cleric of Asmodeus. One has said they'll play whatever is left. and then there's you, so what's your plan?


I'm considering playing something that hits things with physical attacks. Could be archery, could be melee. But I'll admit, I'm looking at what other people apply as and also looking at places that I see gaps and needs.

It would totally be better if I had an exact concept in mind and could say so. But I'll say drow. That's for certain.


I think I'll put together a wizard or a rogue archetype.


Lythirra, Apostle of Joy wrote:
Lupi wrote:
Lythirra, Apostle of Joy wrote:
Except Daemon Harbingers. No one wants to work with Daemon Harbingers :P

*narrows eyes*

I don't know you.

You have to admit, some of them are okay, but I wouldn't be in a 5 Km radius of a follower of Folca*.

*Risky, was it you that proposed to add the Unmarked Van to their Summon Monster list?

It's thematically appropriate!


Ok, here's me. This gives the basics of the crunch. If accepted, I'll jam it all into Hero Lab and get Hero Lab to spin me out a complete character sheet.

The short answer is Drow member of House Vytharia. Dual wielding fighter type.

Crunch:

Alignment: Lawful Evil Deity: Asmodeus (assuming that’s who the Cleric chooses)
Class: Fighter (Weapon Master (short sword))
Stats: STR: 17 DEX: 17 CON: 14 INT: 12 WIS: 12 CHA: 8
Feats: Two Weapon Fighting (1st), Weapon Focus (short sword) (fighter)
Traits: Silent Killer (+2 STR, +2 DEX, -2 CHA), Reactionary (+2 Initiative)
Skills: Climb +7, Knowledge (engineering) +5, Perception +4, Swim +7, Profession (miner) +5
Languages: Elven, Undercommon, Drow Sign Language
Spell Resistance: 7
Special Abilities: dancing lights, darkness, faerie fire once per day, light blindness, darkvision 120’
Alternate racial trait: Ancestral grudge
Gear: 2 short swords, scale mail armor, fighter’s kit
AC: 18 (+5 armor, +3 Dex) HP: 13
Saves: Fort: +4, Ref: +3, Will +1
Attacks: To Hit: +2/+2; Damage: (1d6+3/1d6+1), Crit: 19-20/x2

Fluff:

Chakos was born from the distaff line of the House Vytharia. Like many in House Vytharia, he was raised to the following of Asmodeus from an early age. Unlike some of his siblings and cousins within the family, Chakos had no formal training in the cult and was largely viewed as brawn, to be used in pursuit of the cult’s needs. Chakos was called upon to silence those that needed it, or to persuade those that were straying from the path of the righteous. When the majority of the cult was exposed and exiled from Taarysia, Chakos made no effort to hide his hatred for those who felt Asmodeus was an unworthy of the worship by the drow. Still, life in the outpost of Vothys has been hard, much harder than it was in Taarysia, but Chakos believes this trial has been good for the cult. It has exposed some of the weaker and less dedicated members, while at the same time strengthening the rest like a finely annealed sword. While not glib of tongue, or particularly pious, Chakos is incredibly devoted to family and Asmodeus, and he is far from stupid and has taken the time to learn engineering and mining during his time at Vothys.

Future progression:
It is my intent to progress Chakos along the two weapon line (greater, double slice, two weapon rend) as well as getting the weapon focus and weapon specialization feats to increase damage. He will never do the amazing damage possible by the two handed weapon dealers, but he should do fine. It is possible that Chakos will take a level or three in Rogue at some point to increase his stealth and damage dealing in certain circumstances, but he won’t stray far from just getting up in the enemy’s face.


Here’s the submission for markofbane: Taecuss dyn Bru, male drow wizard (diviner, foresight subschool). I still need to flush out his familiar, but otherwise he’s ready for consideration. He will provide arcane support, obviously, but he’ll also have high knowledge scores in all categories (lowest is +7 right now, but all will be +11 or better at second level) and an ever expanding list of languages.


Ok, got my crunch into Hero Lab

Crunch:
Chakos Hyluan
Drow Fighter (Weapon Master) 1 (Pathfinder RPG Advanced Player's Guide 0)
LE Medium humanoid (elf)
Init +5; Senses darkvision 120 ft., low-light vision; Perception +4
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +1; +2 vs. enchantments
Immune sleep; SR 7
Weakness light blindness
--------------------
Offense
--------------------
Speed 20 ft.
Melee shortsword +3 (1d6+3/19-20) and
. . shortsword +3 (1d6+1/19-20)
Drow Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—dancing lights, darkness, faerie fire
--------------------
Statistics
--------------------
Str 17, Dex 17, Con 14, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Two-Weapon Fighting, Weapon Focus (shortsword)
Traits reactionary
Skills Climb +3, Knowledge (engineering) +5, Perception +4, Profession (miner) +5, Swim +3; Racial Modifiers +2 Perception
Languages Drow Sign Language, Elven, Undercommon
SQ ancestral grudge
Other Gear scale mail, shortsword, shortsword, 80 gp
--------------------
Special Abilities
--------------------
Ancestral Grudge +1 to attack rolls vs humanoids with the dwarf or elf (non-drow) subtype.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (7) You have Spell Resistance.

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Here is Baldwin the Merciful's submission.

Ra'nuk Vytharia, a male drow rogue (scout). I used the standard drow stats and I picked up the enhanced darkvision trait (I may swap that out for Noble Courtesan which flows with his backstory). I also need to adjust some gear weight which is hurting a few of his skill totals, but I can do that if I'm selected.

I like creating balanced characters and I didn't dump stats. You can see that I added another stat point to charisma that was for RP purposes and his backstory. I'm a steady multi-post per day poster and I do not go missing from games that I either play in or DM. Helping to keep a game moving forward has never been an issue for me.

If you have any questions or comments ask.


Lupi wrote:
You have made yourself clear on no 3pp, but what about stuff from the MCA wiki?

I would like to stick to first party material.

Lupi wrote:
The Samurai revolves either picking the Urumi, Naginata, Katana, or Wakazashi. Would you be okay with me selecting a Nodachi instead?

I think that the already existing weapons provide pretty good variety so I'd rather not alter them.


These are the completed applications I have received so far:

Adhan_Cielo: Lythirra, Drow Inquisitor
Fanguar: Mithas Aran (sheet), Drow Fighter (Brawler)
Zahir ibn Mahmoud ibn Jothan: Chakos Hyluan, Drow Fighter (Weapon Master)
markofbane: Taecuss dyn Bru, Drow Wizard (Foresight)
Baldwin the Merciful: Ra'nuk Vytharia, Drow Rogue (Scout)


Then I better Vayshan finish up. Short version - he's a scout from Taaryssia who was sickened with the demon-worshipping backstabbing ways of his people and swore himself to Vytharia and Asmodeus.

crunch:

Vayshan eved'Vytharia
Male Drow Ranger (Deep Walker) 1
LE Medium humanoid (elf)
Init +3; Senses darkvision 180 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor)
+1 to ac when not shield bashing
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2; +2 vs. enchantments
Immune sleep; SR 7
Weakness light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) and
scimitar +5 (1d6+4/18-20)
scimitar and shield bash +3/+3 (1d6+4/18-20 and 1d4+4)
Ranged shortbow +4 (1d6/×3)
Special Attacks favored enemy (aberrations +2)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 12, Int 10, Wis 14, Cha 9
Base Atk +1; CMB +5; CMD 18
Feats Two-Weapon Fighting, Nimble Moves
Skills Acrobatics +4, Climb +8, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Linguistics +1, Perception +8, Stealth +7, Survival +6; Racial Modifiers +2 Perception
Languages Elven, Infernal, Undercommon
SQ poison use, track +1, wild empathy +0
Other Gear chain shirt, shield spikes light steel shield, dagger, scimitar, shortbow, 20 arrows, backpack, bedroll, blanket, hammer, piton (2), hemp rope (50 ft.), waterskin, 3 gp, 7 sp
--------------------
Special Abilities
--------------------
Darklands Stalker - May move through difficult terrain underground without penalty
Darkvision (180 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs Favored Enemy (Aberrations).
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Resistance (7) You have Spell Resistance.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Traits
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Silent Killer
Improved Darkvision

backstory:

Vayshan was born to a middling family in Taaryssia. Due to some shame or failing on their part that was never revealed to him he was conscripted at an early age into the deep scouts, the drow who are some combination of bold, skilled, unlucky, or unwanted in the city who patrol the tunnels and deal with the unspeakable horrors in the endless dark. He spent his formative years among this band of desparate glory hounds or exiled troublemakers, trying to survive and protecting the thankless city dwellers from madness and monstrosity. Given the constant danger in the wilds, the deep scouts were very close and loyal for drow.

On the few occasions he came to the Taaryssia, he grew to hate it rapidly. It was no place of safety or sanctuary. The drow preyed on each other like aberrants, family against family for the sake of prestige or praising their fell masters. Such disloyalty and treachery disgusted him.

The tales of rogue exiles sickened him, knowing he would have to help hunt them down and further weaken his people against the endless night. When he learned of their beliefs and why they fled, he was intrigued. He found in the teachings of Asmodeus a better way, a way to unite the worthy of his people and purge the toxin that crippled them. When he found signs of the exiles in the tunnels, he destroyed their trails, sent his fellows off on a wild rothe chase, and slipped off to find Vothys. He surrendured to the guards there, offering his service to their faith. Naturally, he was tortured. Vayshan endured the pain, knowing it was for a greater purpose, and always insisted his desire to serve Asmodeus and spread the truth of hell in service to his mortal emissary, the Baronness Satha.

He has recently been accepted, and renamed as property to the Vytharia family, formally relinquishing his past. He expects to continue the same thankless, harrowing work as he has done his whole life, but is eager to do so in a worthy cause. One day, all drow will be united in one goal, one purpose, one faith. They will exterminate the gibbering hordes of the dark and enslave all others to the vision of the true master of creation.

appearance:

He is a tall, muscular drow with long silver hair and violet eyes. He tends to be taciturn and paranoid, staring into the dark expecting things to hide in it and avoiding light which may draw them. He is a devout convert to Asmodeus, believing truly that he has a given place in the universe, subject to some and above others, and it is his highest purpose to fulfill his role for his masters and strive to do the will of the Infernal Father.


Two posts down I stuck my info into Hero Lab too, or it's all in my profile.


Let me be all formal and build a profile.


DM NS, did you miss my initial post as Haruk? Asked some questions bout his back story.


I did submit a crunch. Just need to rework the fluff


Going to withdraw (reluctantly) - I can't get my anti-paladin concept to work at all :(

Have fun!


Gahh, I didn't make one because you had it covered!


Chakos Hyluan wrote:
Gahh, I didn't make one because you had it covered!

You're still in time to switch, then :P


Lythirra, Apostle of Joy wrote:
Chakos Hyluan wrote:
Gahh, I didn't make one because you had it covered!
You're still in time to switch, then :P

Zon Kuthon? I thought Asmodeus was the deity in question here?

A bit late for me to change gears again, don't you think?

As for the AntiPaladin in general, they are strictly weaker than Paladins IMHO. You can go back and forth on a number of topics, but the lack of self healing for the Anti just does no justice in a face to face contest with a Paladin.


Dotting for interest.

Since the GM is looking for a 'mechanically viable party' (I assume it to mean a somewhat balanced party), it would be nice if the other two players would make their decisions on what they will play sooner rather than later. Although I do enjoy making characters, I would hate to take the time to put something together to have it be immediately removed from consideration should they happen to decide on making something for the same role.


@Chakos:
*Knocks on door*

"Excuse me, do you have a moment to talk about our Midnight Lord, Zon-Kuthon?"

Right, you already had to make the switch from Ranger. I forgot about that, sorry. :/

And I picked Zon-Zon because I think he's more interesting than Asmodeus, RP wise (that, and I already have an Asmodean character I'm searching a WotW game for). GM NS said that deities with ideas close to Asmodeus are fine too: they're both LE, and it's specified in Faiths of Corruption that Zon-Kuthon holds Asmodeus in slightly higher regards than other deities.
Beside, Zon doesn't care much for anything except pain, so also picked him to have a reason to avoid intra-party power struggles: Lythirra does not have any reason to aspire to position of power.
A dark, cozy torture chamber is all she asks. :3


Chakos Hyluan wrote:
Lythirra, Apostle of Joy wrote:
Chakos Hyluan wrote:
Gahh, I didn't make one because you had it covered!
You're still in time to switch, then :P

Zon Kuthon? I thought Asmodeus was the deity in question here?

A bit late for me to change gears again, don't you think?

As for the AntiPaladin in general, they are strictly weaker than Paladins IMHO. You can go back and forth on a number of topics, but the lack of self healing for the Anti just does no justice in a face to face contest with a Paladin.

YOu can always be a drow dhampir?


A drampir? A dhampow?
I think that would require a very long backstory to explain how it came to be. That, and RAW the Damphir are a race in and of themselves: I don't really know if a Drow/Dhampir could exist. :/


Seth86 wrote:
Chakos Hyluan wrote:
Lythirra, Apostle of Joy wrote:
Chakos Hyluan wrote:
Gahh, I didn't make one because you had it covered!
You're still in time to switch, then :P

Zon Kuthon? I thought Asmodeus was the deity in question here?

A bit late for me to change gears again, don't you think?

As for the AntiPaladin in general, they are strictly weaker than Paladins IMHO. You can go back and forth on a number of topics, but the lack of self healing for the Anti just does no justice in a face to face contest with a Paladin.

YOu can always be a drow dhampir?

Now if a Drow-Dhampir is an option, then all of a sudden the Anti-Paladin is actually a decent option, but the Dhampir wasn't listed as being a legal race by the GM.

The anti-Paladin lay on hands doesn't give it a swift action "heal" to self option per RAW, but throw that in and the Anti can hold his own!


Lythirra, Apostle of Joy wrote:

A drampir? A dhampow?

I think that would require a very long backstory to explain how it came to be. That, and RAW the Damphir are a race in and of themselves: I don't really know if a Drow/Dhampir could exist. :/

No different really than Tieflings and Aasimar of other races. I'd need to look in the Dhampir sourcebook, but it might have something in there about it.


Chakos Hyluan wrote:
Lythirra, Apostle of Joy wrote:

A drampir? A dhampow?

I think that would require a very long backstory to explain how it came to be. That, and RAW the Damphir are a race in and of themselves: I don't really know if a Drow/Dhampir could exist. :/
No different really than Tieflings and Aasimar of other races. I'd need to look in the Dhampir sourcebook, but it might have something in there about it.

I was thinking about that. I knew about the Aasimar and Tieflings birthed from other races (played with a Halfling Tiefling some times ago), but I wasn't sure about Dhampirs because they're a little different that the six planetouched races and Sulis: those seven don't actually have outsiders as parents, while Dhampirs' fathers are actual vampires...

...not that I'll complain if DM NS allows it. He can count me in favor of it if he isn't sure. Rule of cool tramples all. :P

Scarab Sages

Dark Netwerk wrote:

Dotting for interest.

Since the GM is looking for a 'mechanically viable party' (I assume it to mean a somewhat balanced party), it would be nice if the other two players would make their decisions on what they will play sooner rather than later. Although I do enjoy making characters, I would hate to take the time to put something together to have it be immediately removed from consideration should they happen to decide on making something for the same role.

As mentioned, both of us are willing to play a wide variety of things. Mainly I'm just waiting to see what sorts of characters we get, and if nothing that fits a certain role gets presented, we'll probably play that. The other player is leaning more "fighty" and I'm leaning more arcane.

But, I do have some ideas, so I guess I'll share them and see if we can't get some more interest. With that said, if you put in an application that's good and fits the game theme and covers one of these ideas (hell, you're welcome to straight up copy one if they, by some weird miracle, strike your fancy), I'll almost certainly fill in a different party role. So, here they are:

1. Ambassador Bard. No archetypes (because almost all are terrible and most drop inspire courage). The goal would be the party face and battle coordinator. Mostly a caster bard, with support spells and passable in combat (though clearly wouldn't compete with actual combat characters). In the long run he's interested in laws and creating an ordered society, and would give advice on how such a society should be created. Very philosophical about how law and society interact.

2. Crafter Wizard (specialization school is still up in the air, but obviously not evocation, because...evocation.) A support style wizard with the idea to take quite a few magic item crafting feats and possibly craft construct. I was thinking specializing in crafting glass creatures/golems because they are creepy as hell, and surprisingly effective against things like drow. (Or anything that likes to use lots of magic, really). Glass spiders? Creepy.

3. An Inquisitor of Asmodeus. I'm not a huge fan of this class, and this is probably the only game in which I'd even think to play an inquisitor. But if I did, it would specifically be of Asmodeus, looking to emphasis the religious war between this group and the normally CE drow.

4. We've got a bunch of fighter-style characters presented, so this last one is more of random idea. I like the idea of a drow fighter in heavy armor with a hellknight-ish theme. Possibly, if time and adventure path permitted, founding an order similar to the actual Hellknights (maybe even using the Hellknight prestige class rules re-skinned). Crazy-high intimidation and eventually mean looking armor with the intent to be a general and warleader.

Those are my current ideas. It'd be criminal if a large party doesn't have a bard. So, if none are presented, I'll almost certainly play one.

As a side note, it's very important to keep in mind how your character will fit into the long term campaign. The AP is about carving out an empire under the ground. So what role will your character have in doing that? And are they even interested in doing that? Also keep in mind that the theme chosen is bringing order to chaos. We're kind of a cult of Asmodeus. We won't be getting along well with other drow in general, or other chaotic things. It's going to be a long holy war. Bring the best you have.

With all this said, I really like a bunch of the applications presented so far. Don't worry about competition between applications. It gives the recruiting GM more options and leads to a better group and party in the end. I look forward to playing with some of you!

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