Throne of Night PbP

Game Master Reckless

Fire Mountain Games' Throne of Night Explorer (Dwarf) edition PbP.


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Law and tradition
Divine right of rulership


I will rework this guy for some type of dwarven inquisitor. As for the votes, here they are:

Dwarven Steel (2)
Secrets Beneath the Mountain

Abilities:
Str 18
Dex: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Con: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Wis: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Int: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Cha=8


Hmm, I am seeing some good concepts here so it will be tough to compete with. However, it has been a while since I played ye ol' dwarven fighter. Lets see what kind of spin I can put on a classic.

Strength: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Dexterity: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Constitution: 18 = 18 Focus
Intelligence: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Wisdom: 8 = 8 Foible
Charisma: 2d6 + 6 ⇒ (4, 3) + 6 = 13

With those roles I am thinking Foehammer Archetype with dual wielding instead of the normal weapon and shield. For the campaign trait, I will go with Relic of the Dwarven Smithy and go with the Warrior of Legend stat trait, Sturdy, smart and relatively charismatic, but reckless to a fault. ;)

For Reckless' eyes only:
Dwarven Steel, Fortune Favors the Bold


Hey, I get double voting power one one, good time to roll divine ;) Thanks.

Ulkra's Patron Choices:
Mercy and Healing (2), Secrets Beneath the Mountain

I'm pretty sure one of those won't make it but I'll roll with the majority whatever comes :)


OK, I made a list of all the current applicants with links to the character sheet if these are available.

Note that I only put in those that have rolled their ability in this thread according to the campaign info. I have sorted everyone based on the post in which they rolled their ability scores.

Disclaimer: I have no influence in the decision making of the GM.

Applicant List #1
Neil Mansell - Vorn Redhand, Bard (Thundercaller)
Manzcar - Gordax - Rogue
nilesr - Garnult Tharnhammer son of Thorkil - Paladin
TarkXT - Ranger ?
mdt - ?
Edward Sobel - Oracle ?
Pokeapache - Druid (Cave Druid) ?
Whack-a-Rogue - Sorcerer ?
Hutwil - Druid (Cave Druid) ?
drBuzzard - Tycho Coldhearth - Barbarian (Invulnerable Rager) | Patron: Bravery, Secrets beneath the Mountain
Walter das Sombras - ?
Havocprince - Enna - Terracotta Monk | Patron: Law and Tradition, Divine Right of Rulership
Ridge - Cleric ? | Patron: Mercy and Healing (2), Secrets Beneath the Mountain
KMBCross - Cavalier ?
DM Yodler - Caesk Bristlebeard - Fighter (Brawler)
Magabeus - Donagh - Cleric (Forgemaster) | Patron: Dwarven Steel (2), Secrets beneath the Mountain
Big OM - Rogue ?
John Stout - Hodr Thunderburd - Alchemist
Mihajlo Velickovic - Dain Harladorn - Inquisitor ? | Patron: Dwarven Steel (2), Secrets beneath the Mountain
dathom - Fighter (Foehammer) | Patron: Dwarven Steel, Fortune Favors the Bold

I will renew this list in a few days time. If I missed anything that has been posted, please feel free to PM me.

Edit: question marks are in if no character sheet was available at the time of posting. Meaning that class can / could change.

Edit2:
Current Patron Votes:
Dwarven Steel: 5
Secrets Beneath the Mountain: 4
Mercy and Healing: 2
Bravery: 1
Divine Right of Rulership: 1
Fortune Favors the Bold: 1
Law and Traditon: 1


Yup. Cleric.


I didn't want to post with her unless she got picked, but here's a link to Ulkra's profile

A lot is still unfinished until we learn more about the patron and such. As is some of her gear


Will be making oracle stone mystery

My votes for patron

Earth
Loyalty

I guess that since i am an oracle that is two votes for earth


I have to wok tonight will work on submission as soon as i can. Need good story thpugh which was whyi asked about patrons


Divine Right of Rulership 2
Honor

1d20 ⇒ 2

The patron saved your life. You’d be dead without the patron’s aid. But why were you saved?

Here is my poor attempt at narrative writing.

Garnult held as the goblinoids surged around him. Tharnhammer honor must be met His father had fallen, his uncles had fallen, how he was alive was a wonder to him. He swung the longaxe in a wide arc, decapitating the green skinned bastard that threatened him. The pain in his side reminded him that there were more to replace the one slain. He feels his knees begin to weaken as the loss of blood and exhaustion takes its toll. He screams his defiance into the face of the horde. I am Garnult Tharnhammer, son of Thorkil Tharnhammer and heir of Dammerhall! Come and get me beasts, for I am stone and mountain!

The greenskins come forward, in their multitude. Rugeir the Foehammer falls, a goblin skull in his armored hands. His friends are falling around him. Four approach him, yelling their battle song, yipping like animals. He slays two, the other two hack at his legs and side.
I see my father. I see my mother, and my sisters, and my brothers. I see the line of my people, back to the beginning. They call to me. They bid me take my place among them. In the halls of the Forgefather. Where the brave....may live...forever. and blackness.

Garnult hears it in his mind. As he floats in the dark stone between worlds. You are not finished. Destiny, unfulfilled.

Garnult awakens on the battlefield, it is cold and empty and he is alone.

Thank you to the 13th Warrior for that cool line in my narration.


You haven't listed me there

Working on a Skirnir Magus called Valka Stoneforge

Focus will be strength, foible Charisma and I'll take the Scholar of Ancient Ways ability setup.

Using my rolls from last page that nets me

Str: 18
Dex: 15
Con: 11
Int: 16
Wis: 14
Cha: 8

As far as traits go: Would I be eligible for a Heavy Steel Shield with Relic of the Dwarven Smithy? It would be masterworked as a weapon (so +1 attack and not -1 ACP)


Cuàn,

Will be corrected in next version, thanks


Magabeus wrote:

Cuàn,

Will be corrected in next version, thanks

You can take me off. :(

Unfortunately, the requirements to keep the stats in rolled order kind of leaves me playing a zen archer, which I'm already putting in on another game, and I can't seem to come up with a different build with the stats I rolled (the 8 str and 12 dex kills anything but an area of effect blaster, which I don't really enjoy playing).


Mirrin is nearly done stat wise. Had to go back because in my mad spending spree I forgot armor. Silly me.


Here's my submission: Rogar the Beardless. I'll make an alias if I'm accepted.

Crunch:
Crossblooded/Wildblooded Sorcerer (sage/earth elemental) 1
Alignment: Neutral Good
Languages: Common, Dwarven, Giant, Gnome, Goblin, Terran, Undercommon
Arcane Bolt 8/day (1d4+1)

STR 13
DEX 20
CON 9
INT 20
WIS 10
CHA 8

Darkvision 60ft
Speed: 20ft
Initiative: +5
HP: 6 (1d6 -1CON + 1class)

BAB: +0
AC: 16; Touch: 15; Flat-Footed: 11 (+1armor, +5DEX) (+2 vs. aberrations)
CMB: +1; CMD: 16 (+2 to grapple/escape from grapple vs. aberrations, +4 vs. bull rush/trip)
Saves: Fortitude -1; Reflex +5; Will +0 (+5 vs. spells/SLAs, +3 vs. poison)

Skills
Acrobatics +6, *Appraise +9 (+2 if nonmagical precious metal/gemstone), *Knowledge(arcane) +11, *Knowledge(dungeoneering) +9, *Knowledge(planes) +9, *Spellcraft +11, Stealth +6

Traits
Dwarven Nobility
Havoc of the Society

Alternate Racial Traits
Ancient Enmity
Deep Warrior
Stonesinger

Feats
Eschew Materials
Steel Soul

Money: 10gp, 9sp

Armor/Weapons (+1 vs. elves)
Silken Ceremonial Armor (+1 AC)
Melee: +1 warhammer (1d8+1, x3)
Melee: +1 dagger (1d4+1, 19-20, 10ft)
Ranged: +4 sling (1d3+1, x2, 50ft)

Other Gear: Alkali Flask x2, Alchemist’s Fire, bedroll, blanket, rope (50ft), dwarven trail rations (5days), backpack, bandolier, waterskin, explorer’s outfit (worn)

Spells Known: (+1 CL if earth descriptor, +1 force damage, can convert to acid damage)
(DC 15) Cantrips: acid splash, detect magic, prestidigitation

4/day (DC 16) Level One: burning disarm

Brief Backstory:
Rogar is a somewhat eccentric and studious Dwarf. Eldest son of a minor noble, he's always been interested in bookish pursuits. Magic, in particular, has always fascinated him, and when he manifested some minor powers of his own, he pored over any resources he could find in hopes of strengthening this ability. Unfortunately, his experimenting went awry, and the resulting acidic explosion cost him his beard - permanently. It has yet to grow back. Since a beardless Dwarf is less than nothing in the eyes of society, Rogar resigns himself to leaving his home community. Perhaps on his travels he'll find a way to regain his beard - or if not, maybe he'll accomplish something heroic enough that his lack of facial hair won't matter.


Stats are under the link located within the profile. I took Glory of Old and Heir of Dammerhall fully acknowledging that I may never take nor desire leadership. Mostly it's about flavor and fits well into his background as self exiled nobility.

Patron roll.

1d20 ⇒ 20

Very interesting. Very very interesting. Mirrin deepens even as I think on him.

Votes:
Secrets Beneath the Mountain
Divine Right of Rulership

Backstory:
When mirrin was small his mother would take him once a year to the festival of falling hammers. A feast and celebration that celebrated the rise and fall of the dwarven realm of Dammerhall. It was a time full of games, and competitions, drinks and feasting. But the important part, and the reason his mother cited for bringing him every year was the festivals final ceremony The Falling of Broken stones. A ceremony that was part play, part poetry reading, and part ritual. Solemn dwarven men dressed as ancient kings would march beneath an archway of stone hammers formed by dwarven warriors raising their arms above their heads. Mirrin's father would always be last in this line and as he passed through the hammers would come down behind him.

Mirrin's mother explained that one day he may be last in that line. He did not understand the signifigance he played in this until his father died in battle some years later.

It was then revealed to him the significant role he played. He was one of the last true ehris to the kingdom of Dammerhall and arguably the one with the most legitimate claim. It wasn't long before others started to try and influence the young Mirrin. Many were hoping that he wuld lead them to reclaim the former glory the dwarves posessed. Others hoped to use him so that they could do it themselves. Some, the truly loathsome, merely wanted to use him to advance their own desire for power.

He found them all despicable.

It was no surprise than that Mirrin found solace not in boks, or histories, or song, and drink but in the dark solitude found in the deepest tunnels of his home. As he grew older, and the pushiness of those who would use him grew, so too did he drift farther and farther away. When his mother was murdered in an attempt to intimidate him, he was done with the idea of reclaiming any kingdom altogether. Let them rot. Let them sink into their despair and fade into nothing if this was all that was left of the glories of old.

Mirrin all but abandoned his family name, and wandered the deep darkness taking out his anger and despair on those more despicable than the worst of his kin.

Mirrin wandered the ark depths becoming a wanderer and taking up odd jobs where he might find work either for his knowledge, his skill at arms, or his skills at survival.

It is in the darkest depths where Mirrin found peace and also when he was finally called by those who dwell within it to claim his birthright.

It would not last.

Many years were spent forgetting the teachings of his mother, the wisdom and training of his father, and the pleas for help from those who sought it. Many long, dark hours, were spent focusing on survival, on winning the daily meat, and slaying those dark elves whose casual cruelty embodied everything he despised.

And then, during a moment of lost focus, a dangerous spider bit him, and for four days and nights he lay in a crack in a granite wall and shivered with hallucinations and nightmares for four days. At the end of it, when his water was nearly gone and tired from the strugggle with the venom he made his way back to civilization to gather what remained of his family, and reclaim what was rightfully theirs to build.

Appearance and Personality:
Mirrin is blonde, stocky, and grim of face and demeanor. He is harsh and brutally honest often lacking the politeness he sees as a means to manipulate people. He does not bandy about with words, nor negotiate long for things that are unimportant (and few things aren't). His typical method of problem solving usually leaves little to compromise knowing full well that a solution that allows a problem to crop up again is no solution at all. Yet, through this infuriating personality many find a keen intellect and a deep wisdom underneath the gruff warrior exterior. Many would argue that if he discarded his issues with others and embraced some form of diplomacy he would indeed make a grand king.

Trouble is he doesn't intend to be a king at all.

Liberty's Edge

Dwarves were never the first thing that drew me to any given fantasy story, but lately I find myself playing and appreciating them more. Let's kick chaos in the butt and see what it throws at us.

focus: int
foible: dex

str2d6 + 6 ⇒ (5, 1) + 6 = 12
con2d6 + 6 ⇒ (3, 2) + 6 = 11
wis2d6 + 6 ⇒ (3, 2) + 6 = 11
cha2d6 + 6 ⇒ (4, 4) + 6 = 14

so then...

str 12
dex 8
con 11
int 18
wis 11
cha 14

Alright, I can work with that. That array screams for a wizard, and since the roster currently seems to boast none, I shall step up to this challenge. Funny, I remember trying to roll up a dwarven wizard several games ago, but never getting it to fully form in my head. Round 2, here we go.

Think I'll take the "scholar of ancient ways" ability adjustments. Basically flips my dex penalty to a con penalty for MOAR CHALLANGE.

patron roll: 1d20 ⇒ 4
So they spoke to me, eh? Okay, noted.

Patron votes: Forgotten Lore, Secrets Beneath the Mountain.

I'll see if I can crunch up some stats and fluff up the rest, and be back presently.


1d20 ⇒ 9
9. The patron is testing you. Recent trials are a test of your faith. You must prove yourself worthy!
Fits in nicely with my guys theme, cool.

crunchies:

Spoiler:
Elder Dwarf Druid (Cave Druid) 1
LN Medium Humanoid (dwarf)
Init +1; Senses darkvision 90 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +6; +1 trait bonus vs. fear, -2 vs. [light] effects, +2 versus ingested poisons or drugs
Defensive Abilities deep warrior; SR 6
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -3 (1d4+1/x2) and
Spear +1 (1d8+1/x3) and
Warhammer +1 (1d8+1/x3)
Special Attacks ancient enmity
Druid (Cave Druid) Spells Prepared (CL 1):
1 (2/day) Expeditious Excavation (DC 15), Diagnose Disease
0 (at will) Know Direction, Create Water, Detect Poison
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 10, Int 14, Wis 18, Cha 17
Base Atk +0; CMB +1; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Vermin Heart
Traits Deep Marker, Cast Iron Stomach
Skills Acrobatics -4 (-8 jump), Climb -4, Escape Artist -4, Fly -4, Handle Animal +7, Heal +8, Knowledge (dungeoneering) +8, Knowledge (nature) +6, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Spellcraft +6, Stealth -4, Survival +11(+2 to survive in the wild), Swim -4; Racial Modifiers lorekeeper
Languages Common, Druidic, Dwarven, Terran, Undercommon
SQ animal companion link, minesight, nature bond abilities (animal companion, slug, giant), share spells with companion, slow and steady, spontaneous casting, stability, stonecunning +2, wild empathy
Combat Gear Darkflare (5), Vermin repellent; Other Gear Hide armor, Heavy wooden shield, Spear, Warhammer, Backpack (17 @ 11.28 lbs), Bedroll, Hammer, Holly and mistletoe, Iron spike (10), Mug/tankard, Pole, Waterproof bag (1 @ 0 lbs), Waterproof bag (1 @ 0 lbs), Waterskin, 3 GP, 8 SP, 3 CP
--------------------
Special Abilities
--------------------
Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Deep Marker Gain a +1 trait bonus on saves against fear.
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Minesight Dazzled in bright light and -2 to save vs light effects.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (6) You have Spell Resistance.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Vermin Heart Wild Empathy & spells that target animals may be used on Vermin.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

descriptor votes:

Spoiler:
elemental earth & secrets beneath the mountain

I have some tidbits about him but still working on a name, also he has a pet giant slug so there's that. Will post the long story bit about him when I settle on a name. Yeps.

He's the guy that's going to be telling the other dwarves what fungi and centipedes are eatable. So there's that. Also, possible vermin control- might change some spells around and some gear around before we start depending on the group we get.


Here is my Character Alias with some more info.

Descriptor Votes:

[list]
  • Bravery
  • Travel and Exporation

  • So im guessing we will shape out backgrounds and stories after a patron is chosen?


    Donagh's background:
    Donagh's birth was a time of great rejoicing for Durrindi gave birth to twins. And not just any twins, Deaglan and Donagh were born to the great warriors Farrim and Durrundi, they were destined to become great warriors themselves. That was certainly true for Deaglan, he excelled at all physical matters. Unfortunately that was not true for Donagh. Donagh tried his best but just was not able to compete at all with his brother, or even with younger beardlings. That did not stop Donagh from fantasising that he would be a great warrior one day.

    When the dwarves were a bit older their teacher had them work for a year in the forges. At the start of that year it seemed that Deaglan was a lot better there than Donagh. Deaglan was better at the bellows, hauling coal and all the other menial tasks. However when they were allowed at the forge and tried to make a simple hammer all the strength and prowess of Deaglan did not help him, the steel shattered beneath his strokes. This was the place Donagh was meant to be: with just a few quick strokes at exactly the right place and time he made his first hammer. Deaglan was not accustomed to this and tried to surpass his brother at this, alas that did not happen.

    It was clear that Donagh would be apprenticed to the smiths, while Deaglan was apprenticed to the honor guard. Donagh was very happy for his brother and presented him with a fine warhammer when their apprenticeships ended. Donagh still rues that day, as he was daydreaming of all the great deeds that his brother would do as he was making the hammer. By not paying attention he had not seen a flaw in the material, a flaw that would cost his brother his life.

    Soon word came to the hold that Deaglan had died because his hammer had shattered on the sword of a lowly goblin. After the burial rituals where concluded no-one knew where Donogh was. In shame he had left the hold. The next years Donagh wandered the world, improving his skills at the forge where he could. He is hoping to learn the secrets of forging true Mithral, and for that, he needs to go to Dammerhall...


    Patron roll 1d20 ⇒ 9

    On an unrelated note, I just realized that my choice of foible, and dwarven ability modifiers applied, my CHA would be 6 :-( Wow that's low, not to say ugly.


    I bit at a loss for back story right now,

    Can get some crunch but unsure what to do next.

    Will hopefully have something soon


    Post class, stats, skills, etc. and lets see if we can brainstorm something.


    my submission so far:

    glor kegbreaker
    Male Dwarf Oracle 1
    N Medium Humanoid (dwarf)
    Init +1; Senses oracle's curses (clouded vision), darkvision 30 ft.; Perception +1
    --------------------
    Defense
    --------------------
    AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
    hp 10 (1d8+2)
    Fort +2, Ref +1, Will +3
    Defensive Abilities defensive training; SR 6
    --------------------
    Offense
    --------------------
    Speed 20 ft., noble born - garess
    Melee Cestus +1 (1d4+1/19-20/x2) and
    . . Heavy pick +1 (1d6+1/x4)
    Ranged Light crossbow +1 (1d8/19-20/x2)
    Special Attacks hatred, revelations (mighty pebble [+1 to hit, 1d6+1] [1/day] [dc 15], shard explosion [10', 1d6] [1/day] [dc 15])
    Oracle Spells Known (CL 1):
    1 (5/day) Cure Light Wounds, Mighty Fist of the Earth, Stone Shield
    0 (at will) Mending, Stabilize, Detect Magic, Sotto Voce (DC 15)
    --------------------
    Statistics
    --------------------
    Str 13, Dex 13, Con 15, Int 8, Wis 12, Cha 20
    Base Atk +0; CMB +1; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
    Feats Extra Revelation
    Traits Noble Born - Garess
    Skills Acrobatics +0 (-4 jump), Appraise -1 (+1 to determine the price of nonmagic items with precious metals or gemstones), Climb +0, Diplomacy +9, Escape Artist +0, Fly +0, Heal +5, Knowledge (dungeoneering) +0, Knowledge (history) +3, Perception +1 (+3 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +0, Sense Motive +5, Stealth +0, Survival +5, Swim +0; Racial Modifiers noble born - garess
    Languages Common, Dwarven
    SQ greed, mysteries (stone), slow and steady, stability, stonecunning +2
    Other Gear Studded leather armor, Cestus, Crossbow bolts (10), Heavy pick, Light crossbow, Canteen, Hip flask, Pot, Trail rations (5), Waterproof bag (empty), 24 GP, 2 SP
    --------------------
    TRACKED RESOURCES
    --------------------
    Crossbow bolts - 0/10
    Mighty Pebble (+1 to hit, 1d6+1) (1/day) (DC 15) (Su) - 0/1
    Shard Explosion (10', 1d6) (1/day) (DC 15) (Su) - 0/1
    Trail rations - 0/5
    --------------------
    Special Abilities
    --------------------
    Clouded Vision You cannot see beyond 30'
    Darkvision (30 feet) You can see in the dark (black and white vision only).
    Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
    Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
    Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
    Mighty Pebble (+1 to hit, 1d6+1) (1/day) (DC 15) (Su) Thrown pebble (+1 to hit) deals 1d6+1 Bludgeoning damage, and half that to adjacent creatures (Ref none).
    Noble Born - Garess Ignore movement penalty for first 5' of rocky ground/round. +2 Appraise natural stones or metal.
    Shard Explosion (10', 1d6) (1/day) (DC 15) (Su) Explosion of shards deals 1d6 piercing damage to all creatures within 10', Ref Half. The area is difficult terrain until your next turn.
    Slow and Steady Your base speed is never modified by encumbrance.
    Spell Resistance (6) You have Spell Resistance.
    Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
    Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
    --------------------
    Warrior of Legend
    You were born for war. No one matches your prowess in battle, nor your personality, but alas also no one matches your recklessness.
    Benefit: +2 Charisma, +2 Strength, -2 Wisdom
    ----------------------------------------
    Dwarven Nobility
    Within your veins flows the true blood of dwarven nobility.
    Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.


    Submitting Grunyar, rogue

    Crunch:

    Advancement Choices1st:
    Rogue 1; sneak attack +1d6, trapfinding; feats; Relic of the Dwarven Smithy, Tunnel Fighter

    Name Grunyar

    Male Dwarf Rogue 1 Age 47

    LG Medium Humanoid (dwarf)

    Init +6; Senses ; Perception +4, Darkvision 60ft

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

    AC 17, touch 14, flat-footed 13 (+4 dex, +3 armor)

    HP 10 (1d8+1+1)

    Fort +1, Ref +6, Will +0

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

    Speed 20 ft.

    Melee
    Dammerhall Short Sword +2(1d6+1/19-20/x2)
    Short Sword +1(1d6+1/19-20/x2)

    Ranged

    Space 5 ft., Reach 5 ft.

    --------------------
    SPECIAL ABILITIES
    --------------------

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

    Str 12, Dex 18, Con 13, Int 12, Wis 10, Cha 10

    Base Atk +0; CMB +1; CMD 15

    Traits: Relic of the Dwarven Smithy, Tunnel Fighter

    Feats: Two-weapon Fighting

    Skills:
    Acrobatics +7 (1 rank, 4 dex, +3 Class skill, -1 ACP)
    Climb +4 (1 rank, 1 str, +3 Class skill, -1 ACP)
    Craft (Stonemasonry) +7 (1 rank, 1 int, +3 Class skill, +2 racial)
    Diplomacy +4 (1 rank, 0 wis, +3 Class skill)
    Disable Device +7 (1 rank, 4 dex, +3 Class skill, -1 ACP)
    Knowledge (Dungeoneering) +5 (1 rank, 1 int, +3 Class skill)
    Perception +4 (1 rank, 0 wis, +3 Class skill)
    Performance (Sing) +4 (1 rank, 0 cha, +3 Class skill)
    Sense Motive +4 (1 rank, 0 wis, +3 Class skill)
    Stealth +7 (1 rank, 4 dex, +3 Class skill, -1 ACP)
    Survival +1 (1 rank, 0 wis)

    Racial Modifiers:
    Ancient Enmity: +1 racial bonus to attack rolls vs. Humanoid (elves).
    Craftsman: +2 racial bonus to craft/profession in regards to stone or metal.
    Deep Warrior: +2 AC and +2 grapple vs. aberration.
    Hardy: +2 to saves vs. poison, spells or spell-like-abilities.
    Stability: +4 to CMD resisting bullrush or trip.
    Stonecunning: +2 perception vs. stone traps, hidden doors etc.

    Languages: Common, Dwarven, Undercommon

    --------------------
    GEAR/POSSESSIONS
    --------------------
    Combat: Dagger, Dammerhall short sword, Short sword, Studded leather armour

    Non-Combat: Artisan’s tools, Backpack, Bedroll, Crowbar, Explorer’s outfit x2, Flint and Steel, Grappling hook, Silk rope (50 ft.), Trail rations x10, Thieves tools, Water skin, Winter blanket

    Carrying Capacity Light: 43 lbs. Medium: 86lbs. Heavy: 130 lbs.

    Money: 35 GP SP CP

    Total Weight: lbs.
    ===================================================


    Background:

    The table was slowly filling with mugs now empty of ale, strong ale. Grunyar was hitting the keg hard this evening. The only pause he had between the brews was when he looked at something beneath the table. The barmaid had tried to peak, but he had covered it, preventing her from seeing the exquisite blade. No one beside himself knew, that only a few nights ago the blade had belonged to a merchant, where it had been stored in a chest, a shame for such a beautiful piece of craftsmanship.

    There is rock bottom and then there is bedrock and his conscience was hurling him towards the later. It wasn’t the first time he had it bad after one his unaproved nightly visits, but it was the first time he was going for a clean shave and a greataxe.

    Why did he always manage to wreck his life, when it was heading in the right direction? He had a promising apprenticeship at one of the masons, the old geezer had even grumblingly approved of his work in the past week. Well until he got this little beauty, it had been declining ever since. He had to do something. Turn himself in? No the shame was too much, same with suicide. Shaving and slaying then? Nahh he was bad with and axe. Full time spelunking, it was his beloved hobby, but alone all the time, besides it was dangerous. What then? well work tomorrow and we’ll take it from there. Ahh another ale.

    Personality:

    Being young is never easy in a Dwarven society, where age is a virtue. Grunyar struggle more than most because sometimes being good is difficult, stealing comes easily, the guilty conscience comes later but it’s bad. He tries to present a friendly demeanour but should someone (perhaps rightly) question his honour, he becomes difficult.

    Description:

    Ht: 4 2"
    Wt: 248 lbs
    Age: 47
    Hair: Dark
    Eyes: Grey
    Skin: Northern European

    Reference Image

    Looking over Grunyar you’ll find a dwarf of average height but with considerable more girth. His head is bald with a less than impressive dark beard. Grey eyes with a hint of green looks inquisitively back at you.

    Patron Descriptors:
    Secrets Beneath the Mountain
    Travel and Exploration


    Update of all the current applicants with links to the character sheet if these are available.

    Note that I only put in those that have rolled their ability in this thread according to the campaign info. I have sorted everyone based on the post in which they rolled their ability scores.

    Disclaimer: I have no influence in the decision making of the GM.

    Applicant List #2
    Neil Mansell - Vorn Redhand, Bard (Thundercaller)
    Manzcar - Gordax - Rogue
    nilesr - Garnult Tharnhammer son of Thorkil - Paladin | Patron: Divine Right of Rulership (2), Honor
    TarkXT - Mirrin of the Deep - Ranger | Patron: Secrets beneath the Mountain, Divine Right of Rulership
    mdt - Resigned
    Edward Sobel - Glor Kegbreaker - Oracle, Stone Mystery | Patron: Elemental Earth (2), Loyalty
    Pokeapache - Druid (Cave Druid) | Patron: Elemental Earth , Secrets beneath the Mountain
    Whack-a-Rogue - Rogar the Beardless - Sorcerer, Cross&Wildblooded (Sage/Earth Elemental)
    Hutwil - Druid (Cave Druid) ?
    drBuzzard - Tycho Coldhearth - Barbarian (Invulnerable Rager) | Patron: Bravery, Secrets beneath the Mountain
    Walter das Sombras - ?
    Havocprince - Enna - Terracotta Monk | Patron: Law and Tradition, Divine Right of Rulership
    Ridge - Ulkra - Cleric | Patron: Mercy and Healing (2), Secrets Beneath the Mountain
    KMBCross - Cavalier ?
    DM Yodler - Caesk Bristlebeard - Fighter (Brawler) | Patron: Bravery, Travel and Exporation
    Magabeus - Donagh - Cleric (Forgemaster) | Patron: Dwarven Steel (2), Secrets beneath the Mountain
    Big OM - Grunyar - Rogue | Patron: Secrets Beneath the Mountain, Travel and Exploration
    John Stout - Hodr Thunderburd - Alchemist
    Cuàn - Valka Stoneforge - Magus (Skirnir) ?
    Mihajlo Velickovic - Dain Harladorn - Inquisitor | Patron: Dwarven Steel (2), Secrets beneath the Mountain
    dathom - Fighter (Foehammer)? | Patron: Dwarven Steel, Fortune Favors the Bold
    Daynen - Wizard? | Patron: Forgotten Lore, Secrets Beneath the Mountain

    Question marks are in if no character sheet was available at the time of posting. Meaning that class can / could change.

    Current Patron Votes:
    Secrets Beneath the Mountain: 8
    Dwarven Steel: 5
    Divine Right of Rulership: 4
    Elemental Earth: 3
    Bravery: 2
    Mercy and Healing: 2
    Travel & Exploration: 2
    Forgotten Lore: 1
    Fortune Favors the Bold: 1
    Honor: 1
    Law and Traditon: 1
    Loyalty: 1

    I will most probably renew this list tomorrow. If I missed anything that has been posted, please feel free to PM me.

    The Exchange

    dice rolls:

    St=8
    Dx=2d6 + 6 ⇒ (1, 3) + 6 = 10
    Con=2d6 + 6 ⇒ (3, 4) + 6 = 13
    Int=18
    Wis=2d6 + 6 ⇒ (5, 4) + 6 = 15
    Ch=2d6 + 6 ⇒ (3, 4) + 6 = 13

    That was interesting. Character to follow.


    @Magabeus: I have an alias assigned to me character now, just for the link to my character there.


    Submitted this alias for another campaign that I am afraid is in its death throes, I think the concept could be easily adapted for this one! First, lets see what the dice roller says:

    Str: 2d6 + 6 ⇒ (5, 3) + 6 = 14
    DEX = 18
    Con: 2d6 + 6 ⇒ (6, 4) + 6 = 16
    Int: 2d6 + 6 ⇒ (4, 5) + 6 = 15
    Wis: 2d6 + 6 ⇒ (4, 2) + 6 = 12
    CHA = 8

    Warrior of Legend makes that
    Str = 16
    Dex = 18
    Con = 16
    Int = 15
    Wis = 10
    Cha = 10

    Will tweak the alias to be specific to these numbers and this campaign either tonight or tomorrow.

    The general idea is a small splinter clan who burrowed in deep and stuck close to the old ways. Im thinking maybe the descendants of the Royal Guard or something like that, but even in the face of Dammerhall's fall they continued to prepare for a prophesy that says the end of days will be the result of arcane magic and they needed to be ready. When Bromen was born the oracles said he was to be the chosen one so he was trained from birth in the ancient ways of dwarven combat, especially how to fight against spellcasters and resist magic.

    Two-handed fighter focusing on the dorn-dergar, maybe a single level Inquisitor dip to get the spellkiller and spellbreaker abilities (if his priorities haven't shifted by the time that comes up.

    Patron Votes
    Glory
    Prowess in Battle


    Patron family honor.


    Patron Votes:
    Secrets under the mountain, elemental earth.

    Background:
    Vorn was brought up by his uncle and aunt after his parents were slain in battle with drow in his young days. His uncle (not related by blood) taught him the basics of music and song. The two of them traveled to semi-explored portions of the underdark once Vorn reached adolescence. The young dwarf showed fascination with music and tales of old, but also of the tremors that occurred from time to time in the underground.

    Vorn now believes fervently (whether it is true or not) that he is the last descendent of his family name, and that the that Redhand's were a noble house of Dammerhall. He dreams of leading a group to reclaim the lost dwarven city, taking back his birthright and taking a position of authority as is his noble right.

    Although he cannot ascertain why Dammerhall fell, he believes that the disaster was from natural causes, tremors and quakes, that brought down the great bridges and smashed the mighty constructions. He has since made it his personal task to master the elements of music and sound, so that dwarven stone will last forever. This time.

    Personality:
    Vorn is a brash and headstrong young dwarf, overly proud of his appearance and natural hardiness. His beard is very thick considering his relative youth, which he maintains as another of his 'gifts' from him noble ancestry. His toughness and almost supernatural resistance to magic also reinforced his self-opinion.

    Jovial and lighthearted in most instances (much to the chagrin of more conservative dwarves), Vorn tends to forget immediate dangers in favour of lightening the mood with song. In the comfort of a dwarven alehouse he is an asset, but he can be something of a liability in more dangerous locales.


    almost done setting up the new alias, here


    I also wasn't sure on the fact that whether the dwarves currently are living alongside humans above ground or below. To my understanding the dwarven nations have been annexed. Was just thinking, didn't think humans would feel to comfortable underground ;)


    Dotting, sounds interesting and I love dwarves.


    Yeah, the way I see it, the dwarves are in decline and allowing the humans to protect them via treaty and such. Hence they sit around their strongholds and pine away for the days of glory while someone else fights their battles. The Humans are kept friendly by gifts of fine dwarven craftsmanship. Even those are likely getting more scarce as the society decays from ennui.

    Hence the idea of Tycho grabbing an ancient weapon from the glory days and striking out into the human lands to make his name, snubbing his family and it's name (Coldhearth is a name he chose for himself, dropping his clan name it is obviously symbolic).


    regardless of how it was envisioned by the GM, I can always tweak my bio and such. Lets hope we find some sort of steam powered subterranean vehicle. :0 jokes.


    I'm also unsure as to the setting of the AP. Golarion doesn't seem to fit. However, there are a few themes that present themselves.

    Dwarven tradition (Family, Clan, Honor)
    Dwarven isolationism (Distrust of outsiders, turning away allies)
    Dwarven secrets (Lore, Metal working, lost ore and engineering)
    Dwarven glory (Kingdoms and society)

    My character Garnult is focused on Tradition and Glory. As a Heir of Darnhammer, his focus would be restoration of Dwarven honor and his Clan's status.


    @nilesr: The setting might be kept vague until a patron can be formed.

    It was just the initial backdrop that was in question for me. Whether the dwarves are currently living above ground or still subterranean.


    I get the impression that they live on the surface, but the dynamic nature of the humans has curtailed any hopes of expansion up there.


    thats what i was thinking


    Same here - Manifest Destiny, Pathfinder style.

    (of course my backstory assumes that at least on clan refused to "go above" but that's just me being greedy)


    Here is the character sheet for Brundig Loreaxe, Lore Warden archetype Fighter, submission from dathom. Besides for one feat and some gear, most of the crunch has been worked out. I am currently focusing on fleshing out the background, appearance and personality.


    I'm waiting for some things to finish my character.
    Put my votes on Forgotten Lore and Fortune Favors the Bold


    Update of all the current applicants with links to the character sheet if these are available.

    Note that I only put in those that have rolled their ability in this thread according to the campaign info. I have sorted everyone based on the post in which they rolled their ability scores.

    Disclaimer: I have no influence in the decision making of the GM.

    Applicant List #3
    Neil Mansell - Vorn Redhand, Bard (Thundercaller) | Patron: Secrets beneath the mountain, Elemental earth
    Manzcar - Gordax - Rogue | Patron: Family, Honor
    nilesr - Garnult Tharnhammer son of Thorkil - Paladin | Patron: Divine Right of Rulership (2), Honor
    TarkXT - Mirrin of the Deep - Ranger | Patron: Secrets beneath the Mountain, Divine Right of Rulership
    mdt - Resigned
    Edward Sobel - Glor Kegbreaker - Oracle, Stone Mystery | Patron: Elemental Earth (2), Loyalty
    Pokeapache - Druid (Cave Druid) | Patron: Elemental Earth , Secrets beneath the Mountain
    Whack-a-Rogue - Rogar the Beardless - Sorcerer, Cross&Wildblooded (Sage/Earth Elemental)
    Hutwil - Druid (Cave Druid) ?
    drBuzzard - Tycho Coldhearth - Barbarian (Invulnerable Rager) | Patron: Bravery, Secrets beneath the Mountain
    Walter das Sombras - ? | Patron: Forgotten Lore, Fortune Favors the Bold
    Havocprince - Enna - Terracotta Monk | Patron: Law and Tradition, Divine Right of Rulership
    Ridge - Ulkra - Cleric | Patron: Mercy and Healing (2), Secrets Beneath the Mountain
    KMBCross - Cavalier ?
    DM Yodler - Caesk Bristlebeard - Fighter (Brawler) | Patron: Bravery, Travel and Exporation
    Magabeus - Donagh - Cleric (Forgemaster) | Patron: Dwarven Steel (2), Secrets beneath the Mountain
    Big OM - Grunyar - Rogue | Patron: Secrets Beneath the Mountain, Travel and Exploration
    John Stout - Hodr Thunderburd - Alchemist
    Cuàn - Valka Stoneforge - Magus (Skirnir) ?
    Mihajlo Velickovic - Dain Harladorn - Inquisitor | Patron: Dwarven Steel (2), Secrets beneath the Mountain
    dathom - Brundig Loreaxe Fighter (Lorewarden) | Patron: Dwarven Steel, Fortune Favors the Bold
    Daynen - Wizard? | Patron: Forgotten Lore, Secrets Beneath the Mountain
    ReckNBall - ?
    Deylinarr - Bromen Spellbane - Fighter (Twohanded) | Patron: Glory, Prowess in Battle

    Question marks are in if no character sheet was available at the time of posting. Meaning that class can / could change.

    Current Patron Votes:
    Secrets Beneath the Mountain: 9
    Dwarven Steel: 5
    Divine Right of Rulership: 4
    Elemental Earth: 4
    Bravery: 2
    Forgotten Lore: 2
    Fortune Favors the Bold: 2
    Honor: 2
    Mercy and Healing: 2
    Travel & Exploration: 2
    Family: 1
    Glory: 1
    Law and Traditon: 1
    Loyalty: 1
    Prowess in Battle: 1

    I will most probably renew this list tomorrow. If I missed anything that has been posted, please feel free to PM me.


    Thanks a lot for the list as well, it's always nice to have a compiled list of applications.

    Liberty's Edge

    Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

    The dwarves live on or near the surface; many have integrated into human cities, while a few remaining dwarven mountain strongholds and cave mines controlled by dwarves are around.

    While there may indeed be a clan of dwarves that shun the sunlit world of the humans, they are more likely to live in one of these mountain caves than anywhere in the "underdark".

    I've given what background the adventure gives. Obviously, it is left somewhat vague so that it can be ported into multiple worlds. Once we've settled some more about the patron, I'll embellish things so people can flush out their characters before the due date.

    One bit of advice for traveling the "underdark": pack a lunch. You may be days traveling in trackless, lifeless cave systems where even survival skill will do you no good for procuring food (luckily water is not as much of an issue as the caves are moist.)


    Reckless wrote:

    One bit of advice for traveling the "underdark": pack a lunch. You may be days traveling in trackless, lifeless cave systems where even survival skill will do you no good for procuring food (luckily water is not as much of an issue as the caves are moist.)

    glad I left some coin unspent.....back to the grocery store!!


    might pack a bit more food, might trade in those dwarven rations for normal ones...Even though it might break my heart a bit.


    @Reckless I've sent you a pm, please take a look at it if you can.

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