
GM R0B0GEISHA |

Throne of Night: Dark Frontiers
Long have you lingered in this frontier outpost, forsaken and forgotten. Born from the same mother on the same unhallowed day, your birth was seen as a sign from the demon lords who hold sway over drow society. You were destined for some great purpose. What that purpose is, who can say? But ever since your birth, you have been feared by those in power in drow society.
It was this very fear that caused the destruction of your house. In the benighted city of Taaryissia, the capital of the drow empire, rivals to your house conspired to eliminate your family in a single night of violence and betrayal. They almost succeeded. In her final moments, your mother spirited you away to the farthest, more remote corner of the empire, to save your lives and preserve your destiny.
When at last you were summoned before the Baroness, Lady Satha of Vothys, immediately you knew it was a trap. But would you dare disobey her summons? And so you put your head into the noose. At least she was brief.
This place is called Vothys. The baroness of this outpost was not eager to receive such an obviously divine band of children, but a pact sworn to your mother required that she keep you and raise you as her own children. But drow parenting is cruel. The baroness made sure to inflict upon each of you daily the right of her rule and your place in the world. In Vothys, you learned that the only allies you have are each other. In Vothys, you came of age.
The baroness recognizes this and seeks to use you to reclaim her place in Taaryssia. She builds an army and has put you in charge. Her first target is a deep gnome town with slaves and resources aplenty. She plans to use this as a springboard for her campaign, but there is one serious flaw in her plan: you intend to betray her.
The Baroness plots against you even if you do not yet understand her schemes. But there is even opportunity here if one is cunning. Enslave the deep gnomes, yes, but they will be your slavesm not servants of the Baroness. Once Fasturvalt is yours, you can return to Vothys and thank the Lady Satha properly. The time has come to be forsaken no longer.With this first conquest, you will build for yourself a Throne of Night.
Lords of the Azathyr
Campaign Theme: Campaign Theme: The Throne of Night campaign is an exploration/kingdom building campaign set in a massive section of the Underdark known as Azathyr.
Starting Level: PCs will start at 1st level.
Alignment: Chaotic evil
Ability Scores: 25 point buy.
Skills: 2 extra skill ranks per level, AND background skills.
Base Starting Money: Average
Races: Drow only.
In addition to this, you may use one of your traits to select an optional Ability Score Trait. These are to make drow more versatile for character construction and replace the usual drow racial ability score modifiers: +2 Charisma, +2 Dexterity, -2 Constitution.
You are enslaver of the helpless and slayer of any who oppose your clan and cause. However, as mighty as you are, you are also reckless and overly quick to anger.
Benefit: +2 Constitution, +2 Strength, -2 Wisdom
Devotee of Dark Power
You are a follower of a wicked faith and are destined to lead a cult to great and terrible glory.
Benefit: +2 Charisma, +2 Wisdom, -2 Constitution
Master of Arcane Secrets
You would use your great intelligence and experience to lead yourself and your clan to dominate all others.
Benefit: +2 Intelligence, +2 Wisdom, -2 Constitution
Silent Killer
You are a born assassin, ready to slay for your family, your cult, or perhaps the sheer joy of killing.
Benefit: +2 Strength, +2 Dexterity, -2 Charisma
Treacherous Infiltrator
There is no lie you cannot sell, no lock you cannot pick, and no enemy you will not strangle in their sleep. But in a straight fight, you are out of your element.
Benefit: +2 Dexterity, +2 Charisma, -2 Strength
Classes:
All classes except gunslingers, ninjas, samurai, and vigilantes are permitted and a few classes require some special considerations.
Clerics, Inquisitors and Oracles are permitted but the available gods are restricted to the demonic pantheon.
Druids are permitted but face some unique challenges in an underground campaign. Normally common components such as mistletoe or berries will be hard to find. Animal companions who can operate in the dark (such as dire bats or giant beetles) will have an edge over more typical choices. Also the cave druid archetype is a good choice to make this class more viable.
Rangers will find that Humanoid (elf) and Aberration are solid choices for their favored enemy.
Sorcerers of any bloodline are permitted. Elemental (earth) sorcerers are a particularly good choice.
Side note: I'm not sure how the occult classes will work with the game, so please sell me on them.
Traits: Three traits, including one of the following Campaign Traits.
Dangerous Beauty
The drow are famed for their dark beauty and you are a fine example of this. There is something alluring about you that draws victims into your web.
Benefit: +1 trait bonus on Bluff and Diplomacy checks made against anyone potentially attracted to you.
Demonic Bargainer
You have a particular affinity for dealing with the denizens of the abyss.
Benefit: You gain a +2 trait bonus on Diplomacy and Intimidate checks when dealing with creatures of the demon subtype.
Stolen Treasure
Before you were sent out on your mission by the Baroness, you managed to steal a piece of magical or well-made gear from her armory.
Benefit: You have one item (be it a masterwork weapon, armor or minor magic item) worth 900 gp.
Gifted Poisoner
You have worked with poisons all your life and have become a virtuoso at their use.
Benefit: +1 trait bonus to poison saves and a +1 trait bonus to any knowledge skill roll concerning poisons.
Hatred of Surface Dwellers
You have a particular hatred for those who hail from above. Perhaps you believe them invaders or perhaps you carry an ancient grudge. Whatever the cause, you are eager to see them die.
Benefit: You inflict +1 damage against any surface dweller you encounter.
Improved Darkvision
Even for a drow, your vision is impressive.
Benefit: You gain Darkvision 180 ft.
Memories of Taaryssia
Though exiled as a child, you still remember the great city of the drow, Taaryssia.
Benefit: +1 trait bonus to Knowledge (local) and Knowledge (nobility) and one of those is always a class skill for you.
Noble Courtesan
At some point you have been a courtesan. Perhaps you did this out of desperation or perhaps you simply enjoyed the lifestyle. Regardless, you know how to listen and how to ask without asking.
Benefit: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
Ruthless
You never hesitate to strike a killing blow.
Benefit: You gain a +1 trait bonus on attack rolls to confirm critical hits.
Skilled Backstabber
Fair fights have never held any interest to you. You much prefer to strike unseen from the shadows.
Benefit: You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.
Terrifying
There is something about your words and mannerisms that strike fear into all who meet you.
Benefit: You gain a +1 trait bonus to Intimidate skill checks and a +1 save DC to any spell with the fear descriptor.
Past of character creation for Throne of Night involves the creation of a custom patron deity. This patron can be a major influence in the game or a minor role-playing device. Its impact is up to us. In order to begin this process, please include two of the following key words and phrases in your application.
Demons and the Might of the Abyss
Depravity
Devils and all the Powers of Hell
Elemental Earth
Elemental Fire
Enchantment Makes Slaves of the Weak
Ice Magic as Cold as My Heart
Necromancy
Nobility
Number Seven
Prowess in Battle
Scorpions
Serpents
Shadows
Spiders
Trickery
Vampirism
Vengeance
War and Conquest
Also, include the following information in your profile:
1) Appearance
2) Personality
3) Background
ROLE-PLAYING CONSIDERATIONS
A band of chaotic evil drow is anything but a typical adventuring party. Almost all the usual elements that tie together a PC group are missing from these black-hearted villains. You aren’t friends. You aren’t bound by any ethical constraint or moral limitations. You aren’t here to save the world or restore their people. So why do they work together? With the drow, solidly establishing this at campaign start is critical.
But what is certain is that there is something strangely divine about the you. Whenever all seven of the siblings fight together, you are automatically under the effect of a bless spell. At fifth level, this upgrades to prayer (these spells always count as being created by a caster equal to the PCs average level).
The Seven Siblings campaign solves several problems inherent with a chaotic evil campaign. You have a reason to work together and not betray each other at every turn. When you work together, you are definitely stronger. Further, drow society has made you outcasts. The fear and jealousy of your fellows means that you have only each other. Every other drow is a potential enemy, but the seven siblings know that they are in this together.
POSTING CONSIDERATIONS
You will be expected to post at least once every 48 hours. I will endeavor to hold myself to the same standard. If you are going on a vacation, very busy, or otherwise unable to post just let me know and I will consider you on "standby" for the amount of time specified.
If anyone disappears for 7 straight days without posting or leaving notice you will be killed off without hope of resurrection.
DEADLINE
I will be selecting 5-7 wicked and cunning drow (I will alter the number of siblings based on the number of good applications). Recruitment ends on 11/22 at midnight EST.
Good luck!

Whiskey and a Bonesaw |

Quick question, before I re-build an old Alchemist for this: Does
+1 trait bonus to poison saves
mean +1 to their DC or +1 to your saves against poison?
Edit: Oh, and are we limited to the Drow FCB for the various classes? I ask, because the Nagaji Alchemist FCB always seemed to fit them better.

Belltrap |

You know, I'd have thought bolt ace gunslingers would be perfect for drow. Not that I was intending to play one, I just didn't expect the possibility to be axed out of hand.
Instead, I'm looking at a alchemist with the gloom chymist archetype from Blood of Shadows.
Is there any chance you'd allow an ability score trait that would give the typical surface elf spread, i.e. +2 Dex & Int, -2 Con?

Nikolaus de'Shade |

Is there any chance you'd allow an ability score trait that would give the typical surface elf spread, i.e. +2 Dex & Int, -2 Con?
You have to use one of your three traits to get the alternative racial traits, so just don't pick one of the alternative ability traits and you'll get the standard ones :D

, |
A question?
Alchemist is not one of the restricted classes.... yes?
"Eldritch Heritage" allows for effectively a second familiar if the DM allows the rules to be read as such?
I am able to post once a day easily. However, my free time grows currently short and creating a character will take a little more time. Cosing date is...?
Am thinking of 'Alchemst(Tinkerer)/Sorcerer(Elemental Fire)' Thoughts? Ideas?
*Bows*

Nikolaus de'Shade |

More questions...
Can we take two campaign traits? I'm building a Dark Tapestry Oracle who is normally pretty damn charming and uses it (Noble Courtesan). However when she starts drawing on her magic she goes from charming to downright nasty (Terrifying).
I'm planning on playing her like the Epics from Brandon Sanderson's 'Reckoners' novels so she starts off normal but the more magic she casts, the nastier and nastier she gets. This will likely have caused serious problems at some point for all of us - so having the two campaign traits would fit well with her (sort of) dual personality.
Also - is the 'Breaker' oracle curse permitted?

Black Dow |

GM-Robo: Just a quick sounding out. Was previously in a drow focussed Night of Thrones game that died early on.
Played Hurkkagg a Bugbear Stygian Slayer and loyal servant and hunting hound of another of the players drow characters.
Would you consider a tweaked Hurkkagg as a submission - or is the pitch exclusively drow?
(Know you've specified drow only - but thought I would double check as Hurkkagg was a brutally fun concept and it would be remiss of me not to run it past you).
Cheers
BD

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Here is Siobhan's mostly done profile - crunch is all there, but not finished on the fluff yet. She's a Dark Tapestry Oracle and probably the most combat incapable character I've ever made! She has the 3PP oracle curse branded, since it seemed very fitting, given our birth and all the blood-pacts etc that mother put us through.
On a fluff note I'd be very happy to be Hurkkagg's mistress. Siobhan is completely incapable in melee combat so it would make a lot of sense for her to have a loyal retainer who would do all that for her. She's perfectly capable of seducing him away from whoever he worked for before :)
@GM: would you permit/consider VMC for a Mesmerist? I think Hypnotic Stare would be both useful and very fitting with the character concept I'm building. I'd be happy to create something and run it by you if you'd like.
@Black Drow: if the GM and you are ok with it I'd happy to weave our backgrounds together a bit within the greater story of the family.
Patron Key Words:
Enchantment makes slaves of the weak
Shadows
Vampirism (Sio is big on the seduction/mind controlling side)
(possibly) Depravity

Chillel |

Hello GM RoboGeisha:-
I wanted to run something past you before creating my character. You excluded some things, but there was no mention of Master Summoners. Some don't like Summoners or that Archetype. If you are OK with that I will create a character and backstory.
I have no problem at all with someone playing a Bugbear.

GM R0B0GEISHA |
2 people marked this as a favorite. |

@Whiskey and a Bonesaw: The trait alters the DC of your poisons, not your resistance vs. poisons. And I'll allow you to use the nagaji FCB as well.
@The Chess: Druids can be NE.
@MonkeyGod: All sourcebooks are allowed, although Unchained stuff will need to be cleared beforehand.
Unchained classes are encouraged over their standard equivalents. Skill unlocks seem cool, let's use them.
This campaign has plenty of space for downtime and kingdom building is a major element. I haven't looked at any of the Ultimate Intrigue stuff, but I assume it will fit well.
@Belltrap: Bolt Ace actually seems very appropriate, I'd be open to that sort of character. Gunpowder just doesn't seem very appropriate for drow.
I'll allow you to take the standard elf stats as an Ability Score Trait. Just come up with a new name and some cool flavor for it.
@,: Alchemist is not restricted.
I typically answer questions that involve interpretation with a "no".
Closing date is in the original post.
@Nikolaus de'Shade: More than one Campaign Trait is allowed.
I can't find the "Breaker" Curse any where. Did you mean the "Wrecker" Curse?
@Black Dow: My intention was to run an all drow campaign, but I really like the concept. However, I don't want too many people to submit non-drow characters, since they are the focus of the campaign, so I'll only potentially take one character of this kind. Tweak it, submit it, and we'll see.
@Siobhan Sable: Show me what you come up with. Also, for your patron key words, please select two.
@Chillel: Summoners are not restricted, but I would encourage you to use the Unchained Summoner. I prefer it.

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Sorry - should have made it clear that Siobhan is an alias for Nikolaus. :)
- Yes I did mean the wrecker curse, as you see I went for Branded in the end.
-Regarding VMC: it occurs to me that playing a Mesmerist with VMC Oracle would probably work just as well if not better. Since you aren't sure about psychic classes may I suggest that all the psychic spells on the mesmerist list simply be considered as divine instead and cast normally as an oracle would? This would get around the various psychic magic issues.
Patron Keywords...
Enchantment makes slaves of the weak
Vampirism

Chillel |

@Chillel: Summoners are not restricted, but I would encourage you to use the Unchained Summoner. I prefer it.
My GMs wish is my command.
It is some more work for me as I haven't played the Unchained version and its not loaded on my version of Herolab.
But a summoner seems a good fir for the group, which is shaping up with just 1 melee specialist, which is the Bugbear, and that one is still uncertain as it may be disallowed. Will work up a design.
That means there are just 2 archetypes? I will play the basic version I think.

, |
@,: Alchemist is not restricted.
I typically answer questions that involve interpretation with a "no".
Closing date is in the original post.
*Bows*
I shall peruse the rules further and ascertain as to how things 'legally' stand rules wise. I am loath to be relying upon my faulty understandings of such.
I hope to be able to present a character before the dead line.
Is 'HeroLab' style presentation acceptable?
Best wishes and luck to every one...

Phntm888 |
Going to submit a Drow antipaladin, because it feels highly appropriate, so that will be another melee specialist (if he gets in).
He will have internalized the cruelties of his upbringing and embraced the power of their patron (once the patron is created) to fuel his hatred. He considers others nothing more than tools, with the exception of his siblings, whom he cares for as the only people he can trust. He looks forward to exacting revenge on the Baroness and hearing her screams for mercy - which will not be granted.
GM Robo, am I allowed to use the Patron for our group as my deity, or do I have to pick a different one?

Jonahkan |
I'll definitely be making a character for this! I had in mind a cleric (perhaps a combat-focused one, since the group is weaker in that aspect at present) - how would that work given that the patron deity is a bit ill-defined at this stage?
Also, any thoughts about how to handle healing, since I'd presumably have to channel negative energy since all the demon lords are evil?

Black Dow |

@GMRobo: Cheers - will rustle up a version of Hurkkagg and get to pitching... What racial profile do you want me to use for a bugbear?
On another crunch question can be select a drawback?
On a fluff note I'd be very happy to be Hurkkagg's mistress. Siobhan is completely incapable in melee combat so it would make a lot of sense for her to have a loyal retainer who would do all that for her. She's perfectly capable of seducing him away from whoever he worked for before :)
@Black Drow: if the GM and you are ok with it I'd happy to weave our backgrounds together a bit within the greater story of the family.
@Siobhan Sable/Nikolaus: Am totally cool with that. When I created/pitched Hurkkagg last time out I worked alongside a sparring partner of mine here on the boards. Only concern would be I wouldn't want to limit your (or anyone else's) pitch by tying it into mine?
That being said Hurkkagg is effectively a house slave who has risen in the pecking order through ruthless brutality to become something greater but still very much the lesser.

Whiskey and a Bonesaw |

Alright, here goes. Comments/Criticism welcome and appreciated.
Vytharia T'unavor
--------------------------------------
Appearance:
--------------------------------------
Tall and lithe with a dancer's frame, T'unavor eternally smells like rotten fruit or wine turned to vinegar. His skin is a matted skein of pale scars and burns and the flesh of his ears, once delicately sweeping, has been reduced to tatters. On most days, his skin has a sheen to it that you can't help but feel is unhealthy and his hair is visibly greasy.
He prefers loose, grey clothing with as many pockets as possible; any clothing he buys quickly becomes pockmarked with stains.
---------------------------------------
Personality:
---------------------------------------
T'unavor is acerbic and quick-witted, with a love of puns and word games. When he's feeling stressed he takes refuge in audacity and, after killing something, will often pull out a notebook and jot down notes on how his poisons affected the creature in question. He's also very insecure about the tattered state of his ears, to the point of cutting his hair to cover them.
---------------------------------------
Background:
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Born the fifth of the seven siblings, T'unavor learned quickly that the best way to avoid the wrath of his unwilling adopter was to never be seen at all. He spent hours in his youth wandering the outskirts of Vothys, fascinated by the quiet predators and their methods of killing. He would keep journals and devise experiments, and even began keeping a small garden of poisonous plants. Eventually, though, he paid the price for his isolation. He was set upon by a true son of Lady Satha and his friends, and they tortured him for almost two days out of wanton spite - cutting his ears to ribbons and branding his flesh. When he finally escaped, he put all his knowledge to good use. Over the next few years, each and every conspirator died long, slow deaths by poison; the ringleader breathed his last a mere two days before the sibling's caravan left Vothys.
T'unavor has embraced his role as a silent killer and the advantages his knowledge gives him, his role in the family dynamic is clear.
---------------------------------------
Patron Keys:
---------------------------------------
Number Seven, Scorpions
Drow Toxicant Vivisectionist Alchemist 1
Attributes: STR 10; DEX 18; CON 12; INT 18; WIS 12; CHA 8
Traits:
Gifted Poisoner: You have worked with poisons all your life and have become a virtuoso at their use. +1 trait bonus to poison saves and a +1 trait bonus to any knowledge skill roll concerning poisons.
Silent Hunter
Methodical Thinker - You bring down your enemies with plans both intricate and precise. +2 to Dex and Int, -2 to Con
--------------------------------------
Skills:
--------------------------------------
Acrobatics +4, Craft (Alchemy) +8 (+9 for poisons), Disable Device +8, Escape Artist +4, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +5, Knowledge (Nature) +8, Perception +7, Sense Motive +1, Sleight of Hand +7, Stealth +7, Survival +5
--------------------------------------
Defenses:
--------------------------------------
AC: 17, Touch: 14, Flat-footed: 13
HP: 9
Fort: +3 Ref: +6 Will: +1 (+3 vs. Enchantment)
CMD: 14
SR: 7
Immunities: Sleep
--------------------------------------
Offenses:
--------------------------------------
Initiative: +4, Speed: 30ft
BAB: +0, CMB: +0/+4
Melee:
Rapier +4 (1d6, 18-20, x2)
Dagger +4 (1d4, 19-20, x2, 10ft increment)
Toxic Secretion: +4 (Touch) (See Below)
Ranged:
Light Crossbow +4 (1d8, 19-20, x2, 80ft increment, 50 bolts)
Other
Sneak Attack +1d6
Toxic Secretion Contact; Save: Fort DC 15; Frequency: 1/round for 1 Round; Effect: 4 Damage; Cure: 1 save
Additional Notes: Can be applied to a weapon or touch attack with a swift action 5 times per day
Additional: Ignores difficult terrain while underground.
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Feats:
--------------------------------------
Brew Potion, Throw Anything, Weapon Finesse, Nimble Moves
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Extracts:
--------------------------------------
Extracts Known:
Level 1: Heightened Awareness, Long Arm, Monkey Fish, Blend, Obscure Poison, True Strike
Extracts Per Day:
Level 1: 2
Extracts Usually Prepared:
Heightened Awareness, (Open Level 1 Slot) x1
--------------------------------------
Discoveries:
-------------------------------------
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Equipment:
--------------------------------------
Alchemist's Kit, 13g
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Alternate Racial Traits
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Stalker: The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. 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.

Zanthisar |
Zanthisar
Male drow magus (bladebound) 1 (Pathfinder RPG Bestiary 114, Pathfinder RPG Ultimate Magic 9, 47)
CE Medium humanoid (elf)
Init +7; Senses darkvision 120 ft.; Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +2; +2 vs. enchantments
Immune sleep; SR 7
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
rapier +1 (1d6+1/18-20)
Special Attacks arcane pool (+1, 5 points), spell combat
Spell-Like Abilities (CL 1st; concentration -1)
1/day—dancing lights, darkness, faerie fire
Magus (Bladebound) Spells Prepared (CL 1st; concentration +5)
1st—shocking grasp, shocking grasp
0 (at will)—acid splash, detect magic, read magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 18, Wis 10, Cha 6
Base Atk +0; CMB +1; CMD 14
Feats Improved Initiative
Traits magical lineage, - custom trait -
Skills Knowledge (arcana) +8, Knowledge (local) +9, Knowledge (nobility) +9, Knowledge (planes) +8, Perception +3, Spellcraft +8; Racial Modifiers +2 Perception
Languages Abyssal, Common, Draconic, Elven, Goblin, Undercommon
SQ ancestral grudge
Other Gear studded leather, dagger, rapier, adventurer's sash, backpack, magus starting spellbook, 76 gp
--------------------
Special Abilities
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Ancestral Grudge +1 to attack rolls vs. humanoids with the dwarf or elf (non-drow) subtype.
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (120 feet) You can see in the dark (black and white 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.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Resistance (7) You have Spell Resistance.
--------------------
A elf standing slightly under six foot who goes about his business with long strides. Purple eyes glitter as they take in the world from a rugged, clean-shaven face made somewhat handsome by a lopsided, sardonically tinged, smile. Long white hair is tied back broken only by a pair of off-white devil's horns. He is dressed in a black silk doublet over a chain shirt, with leather breeches and boots. Tied loosely about his waist is a belt with many small pouches attached. A wand organizer hangs off his right hip and rapier in a scabbard hangs off his right.
used Silent Killer and Memories of Taaryssia
Zanthisar is a sarcastic individual with a outsized ego - he believes the combination of his magic and blade is all that it takes. He thinks of himself as a ladies man, but its quite painfully obvious he's not.
Zanthisar has spent the last several decades studying and perfecting his magic and swordplay at a school for the gifted. In fact he has only faint memories of siblings, as he's been mostly interested in schooling in the arts. However, school has been closed to him due to the fall of his house. Now he seeks vengeance for that which was taken from him.
Hopefully AGamer70 will post; would like to be considered with him.

WarforgedMan |

Alright, been looking at what I'd be playing and I'm thinking a Drow Harbinger. The youngest of the bunch, destined to be the ill omen to the children's enemies.
I really like having the sorrow, anger, "I'm not a Sith, for reals" feel that the Harbinger has and think it'd be a nice complement to the group. I'll be working on getting the stats all together.

Whiskey and a Bonesaw |

Alright, been looking at what I'd be playing and I'm thinking a Drow Harbinger. The youngest of the bunch, destined to be the ill omen to the children's enemies.
I really like having the sorrow, anger, "I'm not a Sith, for reals" feel that the Harbinger has and think it'd be a nice complement to the group. I'll be working on getting the stats all together.
Fair warning, despite it being on the pfsrd the Harbinger is a third-party class. You may want to check with GM R0B0GEISHA to make sure it's allowed before you start building.

GM R0B0GEISHA |

@Siobhan Sable: Thanks for narrowing your choices down.
What are the problems with psychic spells?
@;: Hero Lab characters are fine.
@Phntm888: I would prefer if you worshiped the patron, but I understand that since the patron hasn't been fleshed out yet, it can be difficult to write the character. Feel free to use a drow god or demon prince or w/e, and when we solidify the patron, you can change to it.
@Jonahkan: See the response to Phtm888 to answer your questions about patrons.
As far as healing goes, it can be a problem for evil clerics. You can always prepare healing spells or stock up on potions/wands.
@Black Dow: I cooked up a quick "bugbear" using the Racial Points rules and this is what I made. I tried to make it on par with drow. Let me know if this is acceptable.
[02 RP] Natural Armor
[02 RP] Dark Vision
[04 RP] Scent
[02 RP] Skill Bonus Intimidate
[02 RP] Skill Bonus Stealth
[01 RP] Stalker
@Monkeygod: Normal drow. I considered making you nobles, but they would make for more work on my part to balance encounters.
As far as your class goes, all sound interesting, but it seems like there are already a few people looking towards spell casters.
@Whiskey and a Bonesaw: WarforgedMan already asked for and received permission to use Path of War in the Dwarf campaign thread. No worries there.
In fact, before people ask more general questions, please check out the other thread to see if it has already been asked!

Phntm888 |
No problem, DM Robo. I just wrote the patron as "demonic patron" or "patron deity" or "the patron". I'll fill in the name once we get them figured out.
Speaking of, here he is: Arcavic Vytharia, Drow Antipaladin. I used the House name offered in the spoiler above and wrote him in as one of the siblings. I apologize for the backstory. It's a bit, um...long. I wasn't sure how many of the NPCs in Vothys were pre-defined and how many we were allowed to create names for, so I left those kind of generic, as well.
For Patron keys, I'll pick Prowess in Battle and Vengeance.

Whiskey and a Bonesaw |

@Whiskey and a Bonesaw: WarforgedMan already asked for and received permission to use Path of War in the Dwarf campaign thread. No worries there.
Oooh, in that case is Knowledge (Martial) considered a background skill? There's a certain stance in Steel Serpent I'd love to pick up, no prizes for guessing which.

WarforgedMan |

Alrighty, here is my submission to the game. Nilonim Vatharia the Harbinger.
As for Patron Keys, I'm thinking Demons and the Might of the Abyss and War & Conquest.
Male Drow Harbinger 1
CE Medium Humanoid (Elf)
Init: +3; Senses: Darkvision 120ft Perception: +3
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Defense
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AC 18 FF 15 TAC 13
HP 10
Fort +3 Ref +3 Will +3
SR: 7
Special Defenses:
Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
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Offense
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Speed 40ft
Melee
. . rapier +5 (1d6+1/18-20x2)
. . dagger +5 (1d4+1/19-20x2)
Ranged
. . heavy crossbow +5 (1d10/19-20x2/120ft)
. . dagger +5 (1d4+1/19-20x2/10ft)
Stances Known: 1
Scarlet Einhander: Discipline: Scarlet Throne (Stance); Level: 1, Initiation Action: 1 swift action, Range: Personal, Target: You , Duration: Stance
By adopting this stance, the disciple presents a slim profile to his foes, holding his weapon low and one- handed, and leads with his blade in an elegant and graceful manner, his strikes strong and his profile aiding him in defense. When wielding a melee weapon in one hand, the initiator presents a slim profile with strong offensive and defensive ability. The initiator gains a +2 shield bonus to his Armor Class and inflicts an additional 1d6 points of damage while in this stance. The shield bonus granted by this stance increases by +1 when the character's initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level. Upon reaching 10th initiator level, the bonus damage increases to 2d6.
Maneuvers Readied: 3 Spilled Salt, Red Zypher’s Strike, Woeful Burden
Maneuvers Known:
Spilled Salt: Discipline: Cursed Razor (Counter); Level: 1, Initiation Action: 1 immediate action, Range: Medium (100' + 10/level), Target: One creature, Duration: Instant
This unsubtle counter disrupts an opponent with a blatant curse, whelming them with misfortune. You can initiate this counter when a creature within range makes an attack roll or skill check. That creature takes a –4 penalty on that attack roll or skill check.
Woeful Burden: Discipline: Cursed Razor (Strike)[curse]; Level: 1, Initiation Action: 1 standard action, Range: Melee attack, Target: One creature, Duration: Instant
This insidious strike leaves a creature burdened with phantom weight that bears them down. Make a melee attack. If it hits, it deals weapon damage as normal, and the target takes a penalty to each of their movement speeds equal to 10 feet + 5 feet per four initiator levels. In addition, a struck target becomes cursed for a number of rounds equal to your initiator level.
Stutter Strike: Discipline: Cursed Razor (Strike); Level: 1, Initiation Action: 1 standard action, Range: Melee attack, Target: One creature, Duration: Instant
With just the faintest edge of dark energies, you can afflict your victims with a word-eating curse. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or take a –4 penalty on language-based skill checks and suffer a 25% chance of failure when casting spells (including divine spells) with a verbal component for a number of rounds equal to your initiator level. In addition, a struck target becomes cursed for a number of rounds equal to your initiator level, regardless of whether or not it succeeded on its save.
Red Zephyr’s Strike: Discipline: Scarlet Throne (Strike); Level: 1, Initiation Action: 1 standard action, Range: Melee attack, Target: One creature, Duration: Instant
With swiftness born of skill, a disciple of the Scarlet Throne learns how to move through the battlefield as lord among warriors. The disciple makes an attack against a foe, and if successful, he may make an immediate 10-ft. movement which does not provoke attacks of opportunity.
Scything Strike: Discipline: Scarlet Throne (Strike); Level: 1, Initiation Action: 1 standard action, Range: Melee attack, Target: One creature, Duration: Instant
The principles of the Scarlet Throne teach its disciples that every swing must be made with precision and excellence; no movement is wasted and no attack should be fruitless. The disciple may make a single attack against two adjacent enemies using the same attack roll and applying it to each target.
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Statistics
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Str 12, Dex 16, Con 12, Int 18, Wis 12 Cha 7
Base Atk +0; CMB +1 CMD 14
Feats Weapon Finesse
Skills Acrobatics +4 (1), Spellcraft +8 (1), Sense Motive +5 (1), Stealth +7 (1), Kn: Nobility +8 (1), Linguistics +8 (1), Stealth +4 (1) , Survival +5 (1), Kn: Local +8 (1), Climb +2 (1), Intimidate +9 (1), Craft Alchemy +8 (1), Perception +3
Languages: Common, Elven, Drow Sign, Goblin, Gnome, Abyssal, Aklo
SQ: Keen Senses, dancing lights 1/day, darkness 1/day, and faerie fire 1/day, Poison Use, Superior Darkvision: 120ft, Light Blindness
Traits: Bruising Intellect (use Int for Intimidate), Terrifying (+1 Intimidate & +1 DC for fear descriptor), Silent Killer (+2 Str, +2 Dex, -2 Cha)
Combat Gear: Chain Shirt (+4, +4 Max DEX, -2 ACP), Buckler (+1 Shield, -1 ACP), Rapier, Dagger, Heavy Crossbow, 20 crossbow bolts
Other Gear: Outfit (Explorer), Backpack, Belt (Pouch), Bedroll, Blanket, Flint & Steel, Tindertwig, Mess Kit, 5 days of rations, Thumbscrews, Mapmaker’s Kit, 20gp, 23sp, 10cp
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Special Abilities
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Dark Claim (Su): Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her.
In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.
Accursed Will (Ex): A harbinger is not an entirely physical being; the darkness within her supplements her body, impelling her to acts of stunning violence. Starting at 1st level, the harbinger gains an insight bonus on attack rolls equal to 1/2 her harbinger initiation modifier (minimum +1). At 10th level, she gains an insight bonus on damage rolls equal to her harbinger initiation modifier.
Ill Tidings (Ex): Like unwanted news, the harbinger travels swiftly. At 1st level, a harbinger gains a +10-foot competence bonus to her movement speeds. At 10th level, this bonus increases by +10 feet. Apply this bonus before modifying the harbinger’s movement speeds because of any load carried or armor worn.
Nilonim was a quiet, observant child as he grew up, finding it hard to relate with his siblings and speak amongst them. A sharp and wicked intellect hid behind his eyes as well as something else, something that couldn’t be named but sent chills down the spine of others. His siblings never encountered or saw that sign, merely the effect of it as he stared down the slaves that had the honor to serve so great a house.
When the other Houses came, he watched his home be destroyed and all that was promised to him and his siblings disappear in a night of blood, fire, and treachery. That night forever marked the young drow, instilling in him a bitter anger that has served him since to this day.
As he grew older, Nilonim seemed to change. He grew more confident, his intellect dangerous and cold as he learned how to fight with a rapier in hand and a buckler in the other. Even his aunt was uncomfortable around him, sensing the ill-winds that had begun to speak to him. He would be found in alleyways, practicing with his blade and speaking to the shadows. Some even swore they heard the shadows speak back, twisted and demonic things reaching out to teach him. His magical gift, borne of his anger, fear, and sorrow, was developed and trained until he became what he is today; a harbinger.
He has served as a reminder for whom his siblings should direct their ire at, being one of the firsts to have suggested a plot against their dear aunt who tortured them so. He has helped keep that anger alive in his comrades whenever the fire seems put out, reminding them of who they are and their true purpose. They are not mere pawns of Lady Satha. Their mother had plans for them and now that they have been gathered once more and made the lynchpin of their aunt’s plan, the time for retribution has come.
Personality: Nilonim is an uncomfortable sort to be around. He stares too hard and intensely, his smile holds threat within it. Despite is offputting, disturbing nature, he has been loyal to his siblings through and through. He is remarkably cruel but still efficient; willing to put down a life without second thought should it be a great harm to his or his siblings’ plans but he will take his time watching the hope leaves someone’s eyes as he kills them slowly.
There is no such thing as a fair fight in Nilonim’s eyes, only victory matters. He is curt and tries his best to be polite with his siblings but has no issue ripping upon someone who has not previously earned his favor.
Appearance: Nilonim stands at about 5’11 and weighs somewhere around 120lbs. His hair is a short, messy white hair with dark blueish skin. He is in good shape, lean and lithe without being particularly muscular. He rapes himself in a dark cloak, his armor from dark leather with a chain mail shirt underneath made of iron. A small buckler sits on his hip and a large crossbow hangs off of him. Upon the other hips sits a rapier, well-crafted if simple. A dagger is sheathed upon his side as well, just in case.
His eyes are a solid, almost shimmering white with no pupils to be found within. His body, when it is not covered in weapons and armor, bears scarification upon it. This evil, profane markings are all in dedication to the demonic patron that serves the group, exhalting his unholy glory and the gift he has given Nilonim.

Cuàn |

I'd still be very interested in this game.
I'm looking at what I'd want to make. My first thought is for a Wizard using the Pact Wizard (HH) and possibly also the Exploiter archetype. The idea is to have his patron be an entity like the Green Mother, which is one of the Eldest.
I've also been thinking about going for a Druid, possibly using the Nature Fang archetype, who venerates Ayrzul, the elemental lord of earth. Maybe even a kineticist with the same patron.
As far as patron keys go, both would have Elemental Earth. The wizard would also have Trickery while the Druid/Kineticist would have War and Conquest as second.

Tenro |

Do we absolutely have to be Chaotic Evil? I was thinking of making a character who would eventually take levels in the Umbral Agent class, but it requires you to be LE.
Just an idea, not settling on anything just yet.
I, too, prefer LE to CE. But I suppose i could play CE for CE, since I so rarely do so.
I'm thinking something along the lines of a Flesh-warping mage if i can pull it off. Thinking SoP Incanter w/destruction and alteration and the admixture feat to combine them. but i am not 100% yet, or even 100% that i can finish it in a reasonable time if work keeps acting up like it has been this week.

rungok |

Vierdra
Female drow swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Bestiary 114)
CE Medium humanoid (elf)
Init +4; Senses darkvision 120 ft.; Perception +6
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 11 (1d10+1)
Fort +0, Ref +6, Will +0; +2 vs. enchantments, +1 trait bonus vs. poison
Immune sleep; SR 7
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee silversheen rapier +7 (1d6+4/18-20) or
. . unarmed strike +1 (1d3 nonlethal)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (5)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—dancing lights, darkness, faerie fire
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Statistics
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Str 11, Dex 18, Con 10, Int 14, Wis 10, Cha 17
Base Atk +1; CMB +1; CMD 15
Feats Fencing Grace, Weapon Focus (rapier)
Traits bloodthirsty, scheming survivor, stolen treasure (Silversheen Rapier)
Skills Acrobatics +6, Bluff +7, Climb +2, Diplomacy +3 (-2 to improve other creatures' attitudes towards you), Escape Artist +6, Intimidate +7 (+2 to improve other creatures' attitudes towards you), Knowledge (local) +6, Knowledge (nobility) +6, Perception +6, Sense Motive +5, Sleight of Hand +6; Racial Modifiers +2 Perception
Languages Aklo, Elven, Sakvroth, Undercommon
SQ condescending, inspired panache, poison use
Combat Gear poison, poison frog (5); Other Gear chain shirt, silversheen rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 41 gp, 1 sp
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Special Abilities
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Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Darkvision (120 feet) You can see in the dark (black and white only).
Deeds
Drow Immunities - Sleep You are immune to magic sleep effects.
Fencing Grace Use Dexterity on rapier damage rolls
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Poison Use (Ex) This race is skilled in the use of poison and never risk accidentally poisoning themselves.
Spell Resistance (7) You have Spell Resistance.
Vierdra is a white-haired, black skinned, and red-eyed drow woman with her hair drawn back into a ponytail that runs down to her buttocks. She wears a fine chain shirt complimented with leather. She carries a beautiful rapier, with a black steel basket hilt and pommel and a silvery blade.
Vierdra has a serious demeanor, and while she's more inclined to slay those who frustrate her, she is willing to talk things out when it is in her best interests. She finds her bond with her siblings both confounding, but also a useful tool. She might take a favorite sibling, where she'd actually trust them more than the others, and even open up to them.
Of the siblings, Vierdra learned the way of the rapier to defend herself. Her wit and cunning kept her alive, as well as a little bit of luck that seems to follow the bold. She is bold, and could make a useful officer in the Baroness' plans.

oyzar |

This does sound interesting, but with such a short deadline, I'm not sure I'll be able to make a character. My favorite drow character is a psionic character. Sure it's not as common, but with plenty of illithids and psionic druegars down below it should be possible to work it in. Though I see that someone else is already making a mesmerist...
A demon summoning cleric could be pretty cool. Sadly it doesn't encourage getting as high charisma as I would like. Maybe I'll also go with the evangelist archtype, though fiendish vessel is interesting as well.

Monkeygod |

Hey Robo, since several people have lamented likely not having enough time to make a character as the deadline is just a few days, how would you feel about extending said deadline(likely for both games) till after Thanksgiving(which is next Thurs here in the states)?
Perhaps till Sun(the 27th) or Mon(28th)?