Sons of Dammerhall: Dark Frontiers (Inactive)

Game Master GM SuperTumbler

Battle Map

Dammerhall Main Level 3

Dammerhall Main Level 1 and 2


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Did I manage to sell you on the Spiritualist so I know to continue down this path. And yeah somehow I got my knowledge mixed up. In my defense I am rather sick.


Did some updating to Ivar. Minor stuff, changed a trait and FCB. I didn't say much before about his role; He'll mostly be a tank, with high AC, DR equal to half his level, gradually increasing fortification, and the ability to heal himself as a swift action (with LoH), he can take some serious damage, while hitting back with reasonable effectiveness. He'll also be able to use any spare LoH to act as a supplemental healer. Eventually, he should get pretty good at not just taking hits directed at him, but running interference for allies and forcing enemies to engage him.


I present to you, Thonorn Tharnhammer, second son of the High King of Dammerhall, and sorcerer for the dwarven people.

I incorporated the current submissions into Thonorn's backstory and lineage, and followed Snorri's backstory closely. Feel free to take a look, and if you have any pointers or suggestions, please let me know. For example, I was intenting Thonorn to be a third son, but since no one as yet put in for second son, he took that slot.


Ok, Glenda has her traits & stats updated. She is an excellent spiritual advisor and keeper of Dwarven history, plus of course all the usual clerical healing and such.

Glenda's keywords are Law and Tradition, and Mercy and Healing. She sees herself as a caretaker for dwarvenkind, a reminder that mortality means that dwarves must strive to be great during their lives so that they can leave a legacy and tradition that will guide and inspire their descendants. She also believes in bringing healing to the suffering and helping dwarves to let go of old grudges and pains that accumulate over a lifetime so that they can be at peace when the time comes to move on.

Liberty's Edge

@TheWaskally: Wow, thank you! Small thing, I wrote that our mother was the last High King's daughter, so we would be his grandchildren, born outside Dammerhall. I'm updating my story to add a lovable, sorcerous brother and other members of the family.

@GM: Since you allowed Path of War, would Spheres of Power be allowed too? I find it to be nice for spontaneous casters.

Also, I have to get this out of my system.


@TheWaskally: Awesome to see you added the other submissions to your backstory, I'll see about doing the same!


@TheWaskally: What, no love for distant cousin Rogrin? I'm hurt.

Rogrin does live out in the sticks, so I'm not actually offended. I just wanted to make sure you didn't miss him.


Orodhen here, posting with my alias. Background has been updated a bit.


Is there any way you would allow the Trap Finder trait, either as is or reskinned? I'm building up a telekineticist, and I am looking for a way to pick up the ability to disarm magical traps.


@Phntm888 - My apologies. I will rectify the situation. Especially since Rogrin is doing a lot of the literal legwork.


I will be camping and out of contact this weekend. Back Monday!


Sapiens wrote:

@TheWaskally: Wow, thank you! Small thing, I wrote that our mother was the last High King's daughter, so we would be his grandchildren, born outside Dammerhall. I'm updating my story to add a lovable, sorcerous brother and other members of the family.

@GM: Since you allowed Path of War, would Spheres of Power be allowed too? I find it to be nice for spontaneous casters.

Also, I have to get this out of my system.

That link was pure gold. LOVE.

Dotting, will have a character up soon.


Alrighty, I finally have a concept in my mind that is solid. I'll be going with a Dwarven Ranger with the Deep Walker and Ambush Hunter archetypes (the latter being a Path of War archetype).

He'll be a cousin from a far-off branch, technically nobility but his claims are too weak and he has far too many brothers and sisters ahead of him to have a claim on anything worthwhile with his family. Trained by the Deep Walkers who still protected some of the old tunnels, he has volunteered to aid the expedition for a chance of glory and making something of himself.


Deaths Adorable Apprentice here!

Hehe I love the diggy diggy hole song!

So this is my Spiritualist. I hope you like her. If there is anything you would like me to embellish on or change around please let me know.


And this is still Deaths.

This is my Phantom. Should I get to play then this is the alias I will post with when the Phantom is not in her head. For the times when he is in her head I will be the italics and bold together to represent his part of the conversation that he is having with Nalnera in her head.

I have a character with one level of Spiritualist, the rest are witch levels, and the other players seemed to like the way I had the Phantom and Spiritualist communicate. It does not involve the other players but it still gives a good so how these characters interact. And sometimes she will mumble the reply because it is a conversation and those normally take place out of the head.

I can give you examples of how Nalnera and Regnir would interact if you want.

Also the background on him is blank because I do not know enough about the setting yet, anything I do I assume I will need to get approved, and because Regnir does not remember any of it yet. It is a gut feeling about needing to go to Dammerhall. An instinct. Ideally his background will come back to him over time in the campaign. Currently Regnir is a creature of emotion and not memory with life experience.

If you want me to expand on anything or think I should change stuff around I can. Also I really like this idea so please let me know if I should continue selling it because I can!


After due consideration and with the wealth of other interest I figure I won't be missed... and am therefore pulling myself out of contention.

Good luck to every and all others.


Here is my character submission, let me know if there is anything else you would like me to include!

Gruth Ironheart
Dwarf Ranger (Deep Walker)

Racial Traits:

Ancient Enmity (Replaces Hatred) +1 attack vs elf subtype
Craftsman (Replaces Greed) +2 profession related to metal or stone
Deep Warrior (Replaces Defensive Training) +2 ac vs aberration, +2 grapple vs aberration
Sense Aberration (Replaces Stonecunning) +2 dungeoneering and perception to notice aberrations
Darkvision
Hardy
Stability

Basic Stats:

STR: 18 DEX: 14 CON: 16 INT: 12 WIS: 12 CHA: 8
HP 17
AC 16 (+2 vs aberrations)
f 5
r 4
w 2
+3 saves vs spells, slas, poison
FCB HP
Dwarven Urgrosh +5 (1d8+6) X3

Skills:

Adventure (9)
Climb 8
Handle Animal 3
Heal 5
Dungeoneering 8
Nature 5
Perception 5
Spellcraft 5
Survival 5 (+1 to follow tracks, +1 in darklands)
Swim 8

Background (2)
Profession (Miner) 7
Geography 5

Equipment:

96gp
Dwarven Urgrosh 50gp
Cold Iron Heavy Pick 16gp
Hide Armor 15gp
Various Adventuring/Mining Gear that will be fleshed out if selected

Traits:

Dwarven Nobility: +1 hardy bonuses
Darklands Delver: +1 dungeoneering, survival in Darklands
Warrior of Legend: alternate stats

Patron Keys:

Law and Tradition
The Rightful High King

Class Abilities:

Favored Enemy: Aberration +2
Wild Empathy

Tentative Feat Tree:

1 Toughness
2B twf
3 PA
B Endurance
5 Fight On
6B itwf
7 Steel Soul
9
10B gtwf
11

Appearance:

Gruth is a thick, sinewy man, even for dwarf standards, coming in at 4' 4" and 297lbs. He keeps his beard in a thick, single braid, and his brown hair short. He has a grisly scar running down the side of his face, from temple to chin. Years of working as a miner and on their emergency response team have kept him in excellent shape. His clothing is functional and decorated with various momentos of the creatures he has slain defending the miners he works with.

Personality:

While usually unfriendly, Gruth has the best for his dwarven coworkers in mind at all times. He wants nothing more than the resurgance of dwarven superiority, and ensuring their continued success at what they hold dear, mining and smithing, is paramount to this. He takes his role on the mining emergency response team very seriously and is fiercely loyal to the dwarf race.

Background:

Gruth was but a glimmer in his father's eye when Dammerhall fell to ruin. Forced to flee, what remained of the Ironheart family fled upwards and ended up settling in the Sky Citadel of Janderhoff. While growing up in Janderhoff, Gruth was fed many marvelous tales of the former glories of his race.

Working as miners in the Darklands below Janderhoff, life was dangerous for the Ironhearts. After a devastating attack on their mining group, resulting in the crippling of his father and the scar on Gruth's face, he joined the emergency response team responsible for defending the miners that venture deeper than most.

His position as a defender of the miners and his resolute pride in his race has led Gruth to the opportunity of a life time: a previously unknown path in the Darklands to Dammerhall has been found, and the call for those who would restore the dwarves to a position of prominence as been spread.

Relationship to Tharnhammer Family:

Gruth Ironheart's father was a general in Dammerhalls military who was married into the Tharnhammer family. To avoid uncomfortable questions, his father kept his original family name when they fled to the surface.


Alas, I was too slow for the ranger. Now to consider what I'll play.


Gummy bear is actually the second Dwarven Ranger submitted, so feel free to throw in a third.


Nah, if there are already two, then there is enough interest in that kind of character. So instead, I made a monk.

I present Ukrim Warmcloak, a noble from a house that has fallen far and was once loyal servants of the Tharnhammer Dynasty. As for my patron keys, I picked "Secrets Beneath The Mountain" and "Liberate The Enslaved" as my two.

The Crunch:
Ukrim Warmcloak
Male Dwarven Unchained Monk 1
LG Medium Humanoid (Dwarf)
Init: +3 (+5 when underground); Senses: Darkvision 60ft Perception: +7 (+9 to detect incorporeal, invisible, or surprises)

--------------------
Defense
--------------------

AC 17 FF 13 TAC 17
HP 12
Fort +4 Ref +5 Will +3
Special Defenses:
Hardy - +2 v.s. spells, spell-like abilities, and poison
Dwarven Nobility - +1 v.s. spells, spell-like abilities, and poison
Deep Warrior - +2 Dodge Bonus v.s. Aberrations

--------------------
Offense
--------------------

Speed 20ft
Melee
. . unarmed strike +4 (1d6+2/x2)
. . handaxe +4 (1d6+2/x3)
Ranged
. . sling +4 (1d4+2/x2/50ft)
Special Attacks
. .Stunning Fist (DC 14 Fort Save, stunned for one round)

--------------------
Statistics
--------------------

Str 14 (+2) Dex 17 (+3) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 8 (-1)
Base Atk +1; CMB +4 (trip, sunder, disarm) CMD 18 (22 v.s. trip & bulrush)
Feats Weapon Finesse, Dodge
Skills Acrobatics +7 (1), Climb +6 (1), Swim +6 (1), Perception +7 (1), Sense Motive +7 (1), Stealth +7 (1), Escape Artist +7 (1), Kn: History +4 (+6)(1), Prof: Architect +7
Languages: Common, Dwarven
SQ:
Lorekeeper: +2 Kn: History pertaining to dwarves or to their enemies
Stonecunning: +2 Perception to notice unusual stonework
Hardy: +2 on saving throws v.s. poison, spells, and spell-like abilities
Stability: +4 racial bonus to CMD versus bull rush and trip
Ancient Enmity: +1 attack bonus v.s. humanoid (elf)
Deep Warrior: +2 dodge bonus to AC v.s. Aberrations. +2 bonus to grapple such creatures.
Spirit Sense: +2 to detect incorporeal and invisible creatures and avoid being surprised
Tunnel Fighter: +2 Initiative & +1 Damage when underground
Dwarven Nobility: +1 v.s. spells, spell-like abilities, and poisons
Combat Gear: Handaxe (2), sling, 20 sling bullets
Mundane Gear: Explorer’s Outfit, Backpack, Waterskin, Belt Pouch, Blanket, 50ft of Hemp Rope, Soap, Torches (10), Trail Rations (5), 1pp, 4gp, 7sp, 10cp

--------------------
Special Abilities
--------------------

Bonus Feat: 1st – Dodge

Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Background Info:
History:

Ukrim was born in the Kingdom of Khorinth, a small and embittered nation that had come to exist and fall again and again over the two hundred years since the mighty city of Dallhammer had fallen, as a young nobleman to an extensive family that once proudly served the Tharnhammers. Since then though, their fall had been hard and long. Land that had belonged to the Warmcloak Clan was conquered in wars, lost to the hordes of orcs, goblins, and stranger things that came from beneath the surface. Their wealth disappeared, their prominent members die off in civil wars or fruitlessly trying to liberate their homes. The youngest of six children, four of them being boys, Ukrim quickly realized that there was very little of his family’s wealth left to be divided between his siblings. Even being allied with the nations of humanity brought little reprieve to the kingdom and the dislocated family, incursions by monster from the mountains and underground kept the nation on edge. The few mithril veins that could be found were critical though and the battles continued on.

It was during one of these battles, underground near one of the mines, that Ukrim caught sight of one of the Depthwarder Initiates fighting. Not armored in heavy plate or wielding a massive axe, the warrior fought with very little to hamper him and slew the beast from the darkness with efficiency and beauty. The young dwarf recognized an opportunity and at the earliest chance, begged to be taken as a student. The young master, impressed by the young dwarf’s selfless reasons of relieving his clan of another mouth to feed and to improve himself, received permission from Ukrim’s family to take him down into the caverns below where the old monastery awaited. It is here that Ukrim learned not only of his people’s storied history but the secret behind the withdrawn monastery; the greatest teachers were the spirits of the dead that had remained to teach the living.

Unliving fonts of wisdom, these teachers taught their pupils the ancient ways of fighting with hand, foot, axe, and elbow. Ukrim heard the stories of Dallhammer, of the greatness of their civilization, from those who had lived and died during that time. None had come from Dallhammer’s fall, none knew what had happened, but there was a belief that it was tied to the depths below rather than the heavens above. The monks at the Depthward Monastery had dedicated themselves to fighting the ancient foes under the earth, to seek the lost dwarven treasures that had disappeared long ago but held the keys to their history and their future.

Ukrim excelled as a student and quickly travelled up the ranks of his fellow monks. It was when he heard rumors of messengers sent by an heir of the true king, a dwarf named Snorri Tharnhammer. After consulting with his spirit advisors and sending a letter to his family, Ukrim set forth to join the expedition underneath the surface. Trained in fighting their ancient foes, the drow, and protecting himself from the abominations that called the darkness home, Ukrim believes himself to be a powerful asset and advisor to the group and hopes to help rebuild the ancient cities underneath once more. It was a surprise to some, to see the long-forgotten Warmcloaks again at the table and answering the summons of their would-be king.

”I have learned much of our kind, of our history, of the glory of old. We shall not disappear like trees within a landslide! We shall not accept our fates meekly, hide in the generous bosom of humanity until we fade away! No! We are proud! We are strong! We are the crafters of our own destinies! We are dwarves! Long live Dallhammer! Long live the new king! Long live the glory of dwarves!” He proudly declared, signing the contract to join the new expedition to explore the depths and find a new Dallhammer.

Personality:

Ukrim is 62 year old, having grown up in the monastery underground where he was taught for most of his life. Still young by dwarven standards, he is eager to prove his skill and ability in the best trial ever; actual combat. A little fiery-headed and perhaps too eager at times, Ukrim makes this up by being tactically sound and offering whatever advice and wisdom he feels can benefit the expedition. He is there not simply just as a skilled combatant, inspiring his fellow dwarves with stories of the old and powerful kingdoms their kind used to rule and the glories that they used to command.

Ukrim is uneasy working with anything that is an abomination or is related to or is a drow. His training has taught him to distrust such creatures and he may let his instilled prejudices get in the way of common sense. He is otherwise a liberator for the oppressed, seeing this expedition to not only establish the dwarven society anew but also to highlight to morality of dwarves, to show the world the good that they could do.

Appearance:

Ukrim stands at around 4’2 and weights roughly 190lbs. A lean, muscular figure that shows off a balanced training regiment. Agile, strong, and durable, Ukrim’s physical prowess is easy to see once he is out of the worn and battered explorer’s clothing that he wears. Two worn handaxes, roughly shaped and not pretty at all but efficient nonetheless, sit on his hips and are equally used as tools as they are weapons. A sling and a small pouch of bullets hang off of his left side as well.

As a tribute to the spirit who taught him, one that followed an old tradition of shaving their heads in strange shapes, Ukrim keeps his rich, red hair shaved into a mohawk that sits upon his head. His eyes are a rich green, like jade itself, and his skin keeps a ruddy complexion despite his time deep in the tunnels. Tattoos have been placed upon his cheeks, showing his initiation into the Depthwarders’ ranks, though they are obscured by the rich and braided beard that luxuriously hangs upon his face.

Liberty's Edge

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Making a list of those who answered the call of the stone up to now, hope I didn't miss anyone.

Whiskey and a Bonesaw - Harthacnut Tharnhammer, Inquisitor (Living Grimoire)
drbuzzard - Haarold, Fighter
rungok - Gunderhoff Tharnhammer, Wizard (Sword Binder)
Sapiens - Snorri Tharnhammer, Skald (Fated Champion)
Jesse Heinig - Glenda Dalduraz, Cleric
Andrea1 - Colgrim Barrelhouse, Fighter (Mutation Warrior)
Phntm888 - Rogrim Stonehammer, Ranger
Ouachitonian - Ivar Stonewrought, Paladin (Stonelord)
Orodhen - Baldrin Tharnhammer, Magus (Deep Marshal)
Deaths Adorable Apprentice - Nalnera Tharnhammer, Spiritualist
zolexa13 - Dagmar Tharnhammer, Shaman (Speaker for the Past)
TheWaskally - Thonorn Tharnhammer, Sorcerer
Gummy Bear - Gruth Ironheart, Ranger (Deep Walker)
WarforgedMan - Ukrim Warcloak, Unchained Monk


Wow! Such a great array of submissions for far!


Tis is respectable list.


Just under the wire. Got Dagmar's backstory finished. It is now posted in her profile.


I am super excited for this and the lineup of dwarves is exquisite!


Back for the selection process! :D


Isn't recruitment ending on the 27th?


Apologies for my absence. Lots to do before heading home for Thanksgiving.

@Deaths Adorable Apprentice: Make the character.

@Sapiens: Spheres of Power is allowed.

@dwilhelmi: I'll say no. I'd rather not pull Campaign Traits from other games.

@Gummy Bear: It is. :) Plenty of time still.

Liking the characters so far, guys!


What do you mean make the character I did. Nalnera Tharnhammer is the Spiritualist. and Regnir is the Phantom. I posted with both on this page


@Deaths Adorable Apprentice: Noted.


A dark horse comes riding...

Dasur Deepborn, wizard and mathematician.

Patron Keys:

Elemental Earth
Knowledge

I have been a long time addict of Dwarf Fortress- this game has the highest potential Dwarfy potential out of many I've seen, and I hope to join you all for some "Fun"!


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Hogun Greyingot:
Hogun Greyingot
Dwarven alchemist (gloom chymist)

Appearance
Piercing grey eyes peer from out of a craggy, saturnine face, marking him as a Greyingot. He does not wear the look of a man who smiles often or easily. While many dwarves pride themselves on luxurious, extravagant beards, Hogun's salt and pepper beard is neatly trimmed, short and hewing close to his jawline, displaying the alchemist's marked pragmatism and lack of vanity. Some fond of more magnificent beards might consider it severe. His hair is not so different from his beard, salt and pepper, kept short and neat as a practical matter. He does, however, have a rich belt of chest hair. His form is as well compact as any dwarf, and he moves with the efficient, deliberate precision of a masterwork timepiece.

Personality
Hogun is a quiet and melancholy soul. He weighs actions and words carefully before acting. Patient, meticulous, fastidious, he dislikes being rushed, but he works hard, and will think nothing of long, grueling hours once he has committed to a course of action.

He is intensely devoted to his family, particularly his daughter, and it is for her sake and the sake of the dwarven people that he has answered the call for the best and brightest of their people. He keeps a journal, and regularly writes letters to his daughter, sending them back to her whenever possible, though he knows chances for that will be far and few between. When he speaks of his daughter or of his late wife, he softens, his air wistful and nostalgic. He has tried to put his broken heart back together, but like a teacup or a mirror that has been shattered, the time has not mended the cracks.

Background
In the days of Dammerhall's apex, the Greyingots were the finest alchemists in all of Dammerhall and served the Tharnhammers loyally as retainers. While most of Dammerhall knew them as the purveyors of fine brews and beers and top-shelf potions, there were also those among them who sought the secrets of transmuting lesser metals into gold. However, to the Tharnhammers, the Greyingots were prized as most as innovators in the field of alchemical warfare – the hated dark elves and many of the stranger things that stalked the Underdark had developed potent defenses against conventional spellcasting, and so the Greyingots turned their alchemical prowess to developing weapons that would bypass these defenses.

But it was not enough to stop whatever befell Dammerhall on that darkest of days.

Since then, the Greyingots have continued to serve the Tharnhammers with unwavering loyalty. While the Tharnhammers themselves did not have a great deal to offer the surface races, the Greyingots became merchants among the surface races, and their fine brews, their potions, their alchemical goods earning coin to provide for both the Tharnhammers and themselves.

It was into this family that Hogun was born. While no charmer, no merchant born, he was the finest alchemist of his generation, letting his aunts and uncles and cousins handle the mercantile aspects of the business while he devoted himself to alchemy.

Among the dwarves of his generation, only one mind matched – and, he would argue, surpassed – his own, the woman who became his wife. A truly dazzling intellect and possessed of sharp wit, she was a vivacious spirit, capturing Hogun's heart. In their years together, Hogun smiled more and more often, in spite of his natural gloomy disposition.

Those happy days seem more distant to Hogun now than the golden dream of Dammerhall itself. His wife was lost in childbirth, despite his most desperate efforts, despite having uttered prayers more fervent than any he'd uttered before in his life.

But for the sake of his daughter, he might have given up entirely, heart heavy and broken. He devoted himself to her, overseeing every aspect of her rigorous academic curriculum himself, seeing to it that her education would be second to none.

And it was his daughter he thought of, when his liege sent out the call for the best and brightest. Hogun sees the state of the dwarven people, and he wants better for their children, for his child, for his daughter. It is in the hope he can provide her a better future that he has left her in the care of her grandparents and answered the call.

Relationship to the Tharnhammer Family (ie. direct member, married into, friend of a family member, devoted thane, etc.)
Retainer

In the days of Dammerhall's apex, the Greyingots were the finest alchemists in all of Dammerhall and served the Tharnhammers loyally as retainers. While most of Dammerhall knew them as the purveyors of fine brews and beers and top-shelf potions, there were also those among them who sought the secrets of transmuting lesser metals into gold. However, to the Tharnhammers, the Greyingots were prized as most as innovators in the field of alchemical warfare – the hated dark elves and many of the stranger things that stalked the Underdark had developed potent defenses against conventional spellcasting, and so the Greyingots turned their alchemical prowess to developing weapons that would bypass these defenses.

But it was not enough to stop whatever befell Dammerhall on that darkest of days.

Since then, the Greyingots have continued to serve the Tharnhammers with unwavering loyalty. While the Tharnhammers themselves did not have a great deal to offer the surface races, the Greyingots became merchants among the surface races, and their fine brews, their potions, their alchemical goods earning coin to provide for both the Tharnhammers and themselves.

Patron Keys
Law and Tradition
Secrets beneath the Mountain

Statblock:
Hogun Greyingot
Male dwarven alchemist (gloom chymist) 1
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5 (+2 vs aberrations)
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex); +2 dodge vs aberrations
hp 11 (1d8+3)
Fort +4, Ref +5, Will +0; +3 vs poison, spells, & spell-like abilities
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +0 (1d8/x3)
Ranged gloom +4 (1d6+4 cold)
Special Attacks +1 on attack rolls against elven humanoids, gloom 5/day (1d6+4 cold, DC 14)
Alchemist Extracts Prepared (CL 1st; concentration +5)
1st – adhesive spittle (DC 15), open
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 14, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 14 (18 vs bull rush, 18 vs trip)
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits clever hands, glory of old, secrets of the dwarven brewers
Skills Appraise +8, Artistry (literature) +8, Craft (alchemy) +8 (+9 to create alchemical items), Craft (brewing) +10, Disable Device +4, Heal +5, Knowledge (arcana, nature) +8, Knowledge (dungeoneering) +7, Perception +5, Spellcraft +8, Survival +5; Armor Check Penalty -1; Racial Modifiers +2 Knowledge (history) pertaining to dwarves or their enemies (can be made untrained), +2 Perception vs aberrations
Languages Common, Dwarven, Gnome, Goblin, Terran, Undercommon
SQ alchemy (alchemy crafting +1, identify potions), mutagen (+4/-2, +2 natural armor, 10 minutes)
Gear alchemist's kit, battleaxe, bandoliers (2), formula book (contains all prepared extracts plus crafter's fortune, cure light wounds, polypurpose panacea, reduce person and shield), ink, ink pen, journal, sheets of paper (12), studded leather armor, 6 gp, 1 sp


Any updates? Super excited for the results!


Nothing on this one or the drow one yet. Then again, the bane that is the holidays has struck so I'm sure they'll be back soon! :D


Thanks for all the interest, everyone. Selections will be up tomorrow. :)


Yay


Yippy!

Liberty's Edge

Drums are rolling, down in the deep. A storm is coming, and its name is Tharnhammer.


BOOM BOOM BOOM


gooooooooo dwarves!


TheWaskally begins to chant in nervous frustration, "DWARVES! DWARVES! DWARVES! DWARVES! DWARVES! DWARVES! DWARVES! DWARVES! DWARVES! DWARVES!"


Sorry to say I won't have my selections up tonight. Something came up and I only had time to do the drow. I'll have them up tomorrow as well as the gameplay and discussion threads. Sorry about the inconvenience!

Grand Lodge

Sons of Dammerhall

Guildar

Male

Dwarf

Bard(Negotiator) - Lv 1

True Neutral

Stats:

Rac Mod
Str 13
Dex 14 + 2 = 16
Con 12
Int 12
Wis 13 - 2 = 11
Cha 16 + 2 = 18

--------------------
Racial Abilities
----------------

Darkvision:
Stability:
Weapons Familiarity:
Greed:

--------------------
Alternative Racial Abilities
----------------

Trickster and Singer:
Stoic Diplomat:
Stubborn:

--------------------
Class Abilities
----------------

Cantrips:
Bardic Performance:
Counterargument:
Distraction:
Fascinate:
Fast Talk:
Hard Bargainer:

-------
Traits
-------

Armor Expert:
Merchant:
Old Money: Contingent upon GM approval change to Impressive Beard

------
Feats
------

Point Blank Shot:

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Languages
----------

Common, Dwarven, Undercommon

Skills:

Acrobatics: 1 + 3 + 3 = 7
Appraise: 1 + 1 + 3 = 5
Bluff: 1 + 4 + 3 = 8
Climb:
Craft:
Diplomacy: 1 + 4 + 3 = 8
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal: 1+ 3 + 3 = 7 Delete if Badger is not approved
Heal:
Intimidate:
Knowledge(Arcana): to replace ride 1 + 1 + 3 = 5
Knowledge(Dungeoneering): to replace handle animal 1 + 1 + 3 = 5
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History):
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion):
Linguistics:
Perception: 1 + 3 = 4
Perform:
Profession:
Ride: 1 + 3 + 3 = 7 Delete if Badger not approved
Sense Motive: 1 + 3 = 4
Sleight of Hand:
Spellcraft: 1 + 1 + 3 = 5
Stealth:
Survival:
Swim:
Use Magic Device:

Spells:

0-Read Magic, Detect Magic, Daze, Sift
1-Cure Light Wounds, Chord of Shards

Combat Stats:

Initiative: 3

--------
Offense
--------

BAB:
CMB: 1
Attack Damage
Dwarven Double Axe 1d20 + 1 1d10 + 1
*Dwarven Dorn Dergar 1d20 + 1 1d10 + 1
*Throwing Axe 1d20 + 1 1d6 + 1

--------
Defense
--------

HP: 8 + 1 = 9
AC: 10 + 3 + 3 = 16
Touch AC: 10 + 3 = 13
Flat-Footed: 10 + 3 = 13
CMD: 10 + 1 + 3 = 14
Fortitude: 1
Reflex: 2 + 3 = 5
Will: 2

Equipment:

Studded Leather 25
Druids Kit 14
Musical Instrument 5
Explorers Outfit
Dwarven Double Battle Axe 60
----------------------------Contingent upon GM approval
Dwarven Dorn Dergar 50
3 x Throwing Axe 3 x 8 = 24
Masterwork Backpack 50
Bandolier 5
Spell Component Pouch 5
Dire Badger 125
Exotic Training Kit 15
Exotic Riding Kit 36
Exotic Military Saddle 60
Large Cage 30
Tabbard 5
Royal Outfit 200
-----Jewelry
Signet Ring 5
3 x Ring 20 x 3 = 60
Brooch 40
Necklace 40

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Patron
-----------

Fortune Favor Us
Travel and Adventure

Appearance:

Guildar looks like your average Dwarf, but replace the stereotypical scowl with a humorous grin.

Personality:

Much to the surprise of most Guildar is the jolliest Dwarf you will ever meet. Although humorous he rarely lets his joking get in the way of businesses.

Character Backstory:

A member of an obscure branch of the royal house of Dammerfall, Guildar was never expected to succeed to the throne. Long ago, before even Dammerfall fell Guildar's grandfather decided to leave Dammerfall to become a merchant.

Growing up waiting to be old enough to join his father on his trips, Guildar learned a love of the road while being trained in traditional Dwarven values. Due to his branch of the family tree being heavily invested in trade They were the least effected by that fall of Dammerhall.


My selections are in:

Ukrim Warcloak
Dagmar Tharnhammer
Snorri Tharnhammer
Hogun Greyingot
Glenda Dalduraz
Dasur Deepborn
Nalnera Tharnhammer

Thanks to all that applied. It wasn't easy to pick the last couple spots with so many contenders.

To those that made it, gameplay and discussion threads will be up later today.


Woot woot! Going to go and knee everything in the face. Thank you for the selection R0B0 and I'll see you lucky f!$+s in the discussion threads.

Hope to catch the rest of you in later games!


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TheWaskally walks away despondent. "You can't break up the brothers..you just can't".


I'm sorry, Thonorn, we'll see each other in the Stone. Still, leading a team to reclaim Dammerhall... Well, it's probably the greatest honor I've had this year.
"Athànata Kthonà!"


Thonorn waves goodbye at the entrance to the Night Lands. "May the Dwarven Lords be with you, brother. All our hopes go with you", says Thonorn, with a small tear in his eye.


appropriate song is appropriate.


Dagmar gives Thonorn a motherly hug, and whispers, "I'll take good care of yer brother lad. Keep 'em from wastin' away into bones." To the rest of the crowd sending them off, "With luck an' t'ancestor's blessin' we be feasting in Dammerhall with ye soon enough. And what a feast it will be." Dagmar gives a wave, and descends into the cave.

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