DM Gray's Lords of Azathyr (Inactive)

Game Master Graynore

Throne of Night Adventure Path - Drow Campaign


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According to DM Gray's guidelines, I'll provide more insight into Malak:

Background:
Malak's mother said to him in an early age: "You and your brothers will be feared. You will be hated. The day will come where your blade is all that stands between our family's doom or success". Then she handed the child to the family's blademaster and never saw him again.

Malak never faltered on his duty, signing up early for scouting missions and even insinuating himself on a surface raid way before his years. On that raid he made a mistake he'll never forgive himself. Growing up on drow society, children are taught that surface elves are soft, weak little runts worthy only of a blade between their ribs. Thus, it was a big surprise for a young drow fighter to find a skilled swordsman among the pathetic treehuggers. The elf's counterattack took him by surprise, scratching his cheekbone and missing an eye by an inch. Malak barely survived and couldn't even see his enemy's retreat.

Returning to the underground, he was beaten up and mocked for his misgivings. After that he pushed himself even harder, scouting for extended periods of time and training swordplay techniques whenever he was forced to return to town.

Exile came as no surprise for Malak. On the contrary, he was ready and welcoming it, finding that the outside enemy approaching is easier to deal with than the insidious backstabber hiding beneath a pleasant smile.

Personality:
Malak is a sociopath. Hard not to when you're raised from birth to kill your own kind. The strongest of his siblings, he received from very early the duty to serve as first blade in battle and shield his family from harm the drow way - killing the enemy before it has a chance to attack. The drow blademaster actually craves for companionship but he's simply not equipped to deal with most social situations, seeing them as a fight to be resolved quickly. He's comfortable acting as a scout in the front and providing his siblings with information and acting on their orders, only taking decisions when the situation falls into his area of expertise.

Malak lives for the battle (including the mental battle of outsmarting his enemies). He doesn't actively enjoy the act of killing like some of his siblings (preferring the exhilaration of triumph over a worthy foe), but views it as a natural consequence for losing. Although he understands the need of torture to extract information, he views it as a job for another person (and sees torture for its own sake as an affectation bordering on weakness).

His current build is the ranger described above, but depending on the group's needs he could easily switch for a fighter, barbarian or even rogue. I'd like to keep him as a high-Strength melee menace with a side of skill-monkey, though.


Alak-Ar

General feel for him:
First to be born. First to breath. First to be named. First to walk. First to serve. First to kill. First to exile. First to die?

Not if he can help it.

He learned when the rest fought with one another. He questioned when t he rest only obeyed. He tampered with what the rest took for granted. To Alak-Ar, life, society, power- These were all to be examined, to be understood. He learned early on that those older do not necessarily know more, or even know what was correct. To him, the Drow were a puzzle, for they declared their superiority over all, yet used the talents and skills of their slaves whenever possible. They claimed self-determination, but worshipped demons. They proclaimed family above all, whiles slaying sibling. Paradox upon paradox.

But one thing was always clear- Power was required to obtain anything in life. Power would obtain you knowledge, the source of understanding. And knowledge would give a man power. Alak-Ar understood this simple but potent cycle. And so while his brothers would sharpen their blades and plot, as his sisters would be blessed by the patron and master their arts, Alak-Ar studied, and learned. He opened up creatures, tested truths, and experimented upon himself. And came to the realization that alone, he could never obtain the power he needed to survive within this world.

The matriarch saw him as a threat. An anomaly, a rebel, harnessing powers that they did not understood. He was a male trying to reach for heights they had denied. So, he learned a talent very few Drow ever seek.

He learned to ask for help. And he learned how to give it. He offered his services, particularly to his siblings. Learned to elegantly invade the minds of his fellow Drows, and convince them of his visions, or his purpose, and especially his usefulness. He became trader first, and knowledge seeker second. For he had not the power alone to survive. But by providing his skills, creating poisons for their blades, salves for their wounds, contacts for their goals...Which of his siblings would dare want to kill him?

They'd lose too much themselves. And so he became the brother rarely loved, but always of service. For a price, of course.

Alak-Ar views Drow traditions with skepticism. Why limit yourself to the past? Why use only a select amount of resources at your disposal when you can use them all? While he makes no discredit to Drow superiority, he disagrees that they have nothing to learn. Demons granted their clerics power. Devils gave them much of alchemy. The Dwarves knew stone better than they. The gnomes, how to use the earth as a weapon. Why ignore their talents, and indulge only in their own? No. Alak-Ar sees this as a foolish notion. He does not only express this, however, but instead subtly encourages his siblings to look beyond the old ways and explore new possibilities, new tactics, new tools in which to conquer. Thus is Arak-Ar's ways. He knows himself to be smarter than his siblings, but not as powerful. And so, he influences, subtly and careful securing an eternal position of power amongst his brothers. He is the first. And he shall be the last.

Alchemist, probably Mind Chemist archetype, but still open to build ideas. Generally a good idea to replace Poison Use, since I'll be keeping it on my racial stuff. Given his stats, I like to imagine a combination of the Merchant from Resident Evil 4, always there in the background ready to get the stealth team their supply of poisons and other tools of the trade, as well as the group mediator, playing siblings against each other perhaps, in everyone's camp. With his 18 Charisma, he can probably also serve as a face- I'll definitely be putting points into diplomacy. Generally a pragmatist and one of the most level-headed of the siblings. While selfish, he sees the survival of his family as improving his own survival, and thus, has little objection to prolonging the life spans of his brothers and sisters. Once one goes too far though, he'll be among the first to turn on them.


Crunch for my character is now up...might be a couple of things to change later if I'm picked. For example, can anyone one explain to me how all this stuff interacts with each other?

tunnelrunner:
At 2nd level, a cave druid can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty.

darklands stalker:
drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait.

Nimble Moves:
Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Leiafosaith the Runt


Here is a more complete version of Kyric, Drow Rogue (poisoner archetype)
Neutral Evil

Background:

Kyric was born the smallest and weakest of all of his siblings. He was constantly berated as a runt by everyone he knew outside his own family. Far too weak or stunted to compete in a straight up melee, Kyric turned to stealth and poison to accomplish his goals. As an adolescent, one of his greatest bullies turned up dead from a poisoned crossbow wound. With no witnesses, no one could ever prove Kyric was involved, but rumors flew and Kyric became even more of an outcast. His peers also started leaving him alone, though. This made him more and more antisocial and laconic as the years passed. He trusts no one but his own family.

Personality/style:

Kyric uses a poisoned crossbow as his favored weapon to mitigate his low strength, and prefers to not be seen at all, sticking to the shadows. If he has time to lay out traps to complement his sniping he will take the time to do so. He speaks only when truly necessary. If he is seen at all by his chosen enemies he considers that a personal failure, and he will try to avoid melee where he would be quickly overpowered. He has a tendency to startle people because he rarely will say anything as he approaches, so people tend not to notice him until he is right next to them.

Kyric is very loyal to his family, but otherwise seeks only his own selfish interests. He takes great pleasure in a clean kill.

I will get the crunch written up if my character is selected.


IronDesk wrote:

Crunch for my character is now up...might be a couple of things to change later if I'm picked. For example, can anyone one explain to me how all this stuff interacts with each other?

** spoiler omitted **
** spoiler omitted **
** spoiler omitted **

Leiafosaith the Runt

So glad I am not the only one who thought of Darklands Stalker.


Yeah it looks good and fits my character concept but in the case of a cave Druid does it just duplicate the tunnel runner ability? And don't those abilities both make the nimble moves feat irrelevant? Most of the groups I've played with have glossed over terrain rules so I'm fuzzy on the particulars.


Mekura wrote:
We have any official deadline yet, Gray?

Deadline for submissions is today at 7pm CDT. I'm reviewing the applications so far already but will take another look at that time and make a decision.


It appears neither the statblock/background, nor my rolls posted! I am reworking this character as fast as possible, GM!

STR: 1d10 + 7 ⇒ (2) + 7 = 9
DEX: 1d10 + 7 ⇒ (9) + 7 = 16
CON: 1d10 + 7 ⇒ (7) + 7 = 14-2
INT18+2
WIS: 1d10 + 7 ⇒ (4) + 7 = 11+2
CHA08

Sorry for the goof, phone-posting sucks!


I and Shelquet are the linked characters

str foible
dex1d10 + 7 ⇒ (4) + 7 = 11
con1d10 + 7 ⇒ (10) + 7 = 17-2=15
int 18+2
wis1d10 + 7 ⇒ (2) + 7 = 9+2=11
cha1d10 + 7 ⇒ (3) + 7 = 10


All done! http://www.myth-weavers.com/sheetview.php?sheetid=735016

Character sheet also in profile.


FINISHED! Or at least, enough for character selection. Recreated almost the entire statblock, retyped the story and her appearance, and posted in barely over 2 hours! There should not be any spelling errors, nor any errors in the statblock! All the stuff is in her alias.


Quindavotos wrote:

I and Shelquet are the linked characters

str foible
dex1d10+7
con1d10+7-2=15
int 18+2
wis1d10+7+2=11
cha1d10+7

Quindavotos:

What is your character class?


Guessing from an 8 in strength and a 20 in intelligence I would have to say Quindavotos is making a wizard


Wizard, Conjuror (with the Infernal Binder subschool)


Alright, thank you all for your submissions. It was hard for me to round them down to seven people but I will be taking the following applicants:

True Repentence's Oracle
Azaelas Fayth's Fighter
Andiemus's Magus (kensai)
Iron Desk's Druid (cave)
Viluki's Conjurer (infernal binder)
Ridge's Bard
The Silver Prince's Alchemist (vivisectionist)

Those who were selected please move over to the discussion thread.

Once again, to those that were not selected I wanted to thank you for your submissions and I hope that you find a game soon.


Oh well. Have a great game for all those selected.


ahhh no assassin time.


Shame, seemed like such a fun game, and I rarely get to try out evil campaigns. Fun gaming all!


It's too bad there is always such a shortage of GMs here. When I recruited for my RoW game I ended up running two tables because I got so many great applicants and I still ended up having to turn a lot of great characters away.

Hope you all have a great campaign.


RoW?


Reign of Winter = RoW


Ah.

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