Throne of Night PbP

Game Master Reckless

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


1 to 50 of 233 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

PbP game of Throne of Night: Dark Frontier

All PCs to be dwarves. See the campaign information tab for more on this.

Gameplay expected: 5 posts per week minimum, prefer if you can post every day to keep things rolling.

Recruitment will run through November 8th, up to seven players will be selected, and selection will be announced on Nov. 10th.


I'd play in this one, Dwarven Paladin (Stonelord) archetype perhaps?


Maybe a barbarian or empyreal sorc. I'll have to decide.


I want in on this! :)
Thinking of a dwarven (Respected Dwarf) Bard (Sound striker perhaps)
I assume rolling now would be prudent:
Str: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Dex: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Con: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Int: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Wis: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Charisma (Focus): 18

EDIT: Crud. I forgot to note the foible before the roll (which was wisdom). Wasted a good roll there.

So. Stats after racial mods (+2 Charisma, +2 Constitution, -2 Strength):
Str 13, Dex 9, Con 20, Int 12, Wis 8, Chr 20


I am dotting for possible consideration
Strength 2d6 + 6 ⇒ (3, 5) + 6 = 14
Intelligence2d6 + 6 ⇒ (6, 3) + 6 = 15
Wisdom2d6 + 6 ⇒ (1, 4) + 6 = 11
Charisma 2d6 + 6 ⇒ (2, 2) + 6 = 10

Dexterity 18
Constitution 8

Looking to be a rogue just a fragile one that has great agility.


2d6 + 6 ⇒ (6, 2) + 6 = 14 Dex
2d6 + 6 ⇒ (1, 4) + 6 = 11 Wis
2d6 + 6 ⇒ (6, 6) + 6 = 18 Str
2d6 + 6 ⇒ (6, 2) + 6 = 14 Con

Stats
18 CHA, 8 INT
Warrior of Legend
You were born for war. No one matches your prowess in battle, nor your personality, but alas also no one matches your recklessness.
Benefit: +2 Charisma, +2 Strength, -2 Wisdom

Garnult Tarnhammer son of Thorkil

Crunch is complete

Fluff will be based on the campaign trait
Heir of Dammerhall
You have a direct claim to the title of High King of Dammerhall and the royal Tarnhammer clan. Of course without possession of Dammerhall and the crown, scepter and sash of the High King this title is only symbolic. Still it earns you great respect amongst other dwarves.
Benefit: +1 trait bonus to Diplomacy skill checks made when dealing with dwarves. Also if you take the Leadership feat, gain a +1 trait bonus to your Leadership score as long as all your followers are dwarves.

Garnult is a paladin of (insert patron here) and the last descendant of the Tarnhammer clan. He embarks on a holy quest to restore his people and his ancient kingdom. He will uphold the honor of the Tarnhammer clan and his ancestors will all his might. His father Thorkil died fighting the hated Drow elf and Garnult has sworn an oath to destroy his father's killers.

My vision for this character would be a reach weapon using Paladin who will take Leadership (if possible) as soon as possible to restore the kingdom.


Dwarven Ranger?

Dwarven Ranger.

Dex 2d6 + 6 ⇒ (6, 6) + 6 = 18
Con 2d6 + 6 ⇒ (6, 1) + 6 = 13
Int 2d6 + 6 ⇒ (6, 3) + 6 = 15
Wis 2d6 + 6 ⇒ (4, 5) + 6 = 15

STR 18
Cha 8

Also: DWAAAARRVVVESSSSS


Hmm, need to see the stats first, then decide. :)

WIS : 18 (20 with racial)
CON : 8 (10 with racial)

STR: 2d6 + 6 ⇒ (1, 1) + 6 = 8
DEX: 2d6 + 6 ⇒ (5, 1) + 6 = 12
INT: 2d6 + 6 ⇒ (1, 6) + 6 = 13
CHA: 2d6 + 6 ⇒ (6, 6) + 6 = 18

And let's see what we have...

LOL, ok, that's interesting...

After racial mods, I'm looking at a low str, so so dex, intelligent, wise, and charismatic dwarf. :)

I'm thinking that's a Paladin if I ever saw one. Probably a Divine Hunter Paladin, not a sword and board type.

Hmm, on second thought, a Paladin doesn't look so good either with that 12 dex. He's not hitting ranged or melee. Hmm, I think someone that uses ranged touch attacks, so either a gunslinger or a Zen Archer. Actually a Zen Archer would work well after 3rd level, +5 to hit. Sucky strength. Blech. I'm already putting in a zen archer in another game.

Ok, so, I'm guessing again then, and Empyreal Sorcerer/Martial Artist might work well.

Bah, never mind, nothing I can build with these stats is yelling at me except Zen Archer, and I don't want a second zen archer. Thanks anyway..


ok have a thought but just to be clear the rolled stats are in order right? not roll then choose.

anyway here goes nothing

Str: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Dex: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Con: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Foible = Int = 8
Wis: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Focus = Cha = 18

Warrior of Legend: +2 Cha, +2 Str, -2 Wisdom

so final stats:
Str: 13
Dex: 13
Con: 15
Int: 8
Wis: 12
Cha: 20

EDIT need some clarification on the Patron concept. it says see below but there is no additional information.


Final stats of Morrin of The Deep.

Str: 18
Dex: 18
Con: 15
Int: 15
Wis: 17
Cha: 6

So practically super human with all the charisma of the Hulk.


TarkXT wrote:

Final stats of Morrin of The Deep.

Str: 18
Dex: 18
Con: 15
Int: 15
Wis: 17
Cha: 6

So practically super human with all the charisma of the Hulk.

funny In a FtF game I played a senile old man but was a Synthesist summoner. was literally the hulk

he get all green and big when he got angry.


Str: 2d6 + 6 ⇒ (6, 2) + 6 = 14 -2 = 12
Dex: 2d6 + 6 ⇒ (2, 5) + 6 = 13 = 13
Con: 8 +2 = 10
Int: 2d6 + 6 ⇒ (4, 4) + 6 = 14 = 14
Wis: 18 = 18
Cha: 2d6 + 6 ⇒ (5, 4) + 6 = 15 +2 = 17
+ Respected Speaker

Gonna see about making a cave druid because why not. Should be fun :)


EDIT: Well, that changes things.... I'll make a Wizard of some sort.

STR: 2d6 + 6 ⇒ (2, 5) + 6 = 13
DEX: 18
CON: 2d6 + 6 ⇒ (3, 2) + 6 = 11
INT: 2d6 + 6 ⇒ (6, 6) + 6 = 18
WIS: 2d6 + 6 ⇒ (2, 2) + 6 = 10
CHA: 8

Scholar of the Ancient Ways: +2 DEX, +2 INT, -2 CON

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

Dwarf nerd for the win! :-)

EDIT Again: Would the GM be okay with my combining the Crossblooded and Wildblooded archetypes? I just realized that a Sage/Elemental(earth) Sorcerer could be a lot of fun to play.


well looking over my final stats while playable normally may be a bit of a handicap comparatively speaking.


Let's roll!

Wisdom 18
Strength 8

Dex 2d6 + 6 ⇒ (6, 4) + 6 = 16
Con 2d6 + 6 ⇒ (3, 3) + 6 = 12
iT 2d6 + 6 ⇒ (1, 6) + 6 = 13
cH 2d6 + 6 ⇒ (3, 2) + 6 = 11

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Never know who I'm going to pick :)

Anyhow, I'll see about posting the patron stuff to the campaign info tab tomorrow.


So after racial adjustments:
St 08 Dx 16 Con 14 iT 13 wS 20 cH 09
That's a Cave Druid


@GM: Are you okay with combining the Crossblooded and Wildblooded Sorcerer archetypes? I'm thinking about going Sage/Elemental(earth).


Barbarian
no ability score trait

Str =18
Char =8 (6)
dex: 2d6 + 6 ⇒ (5, 6) + 6 = 17
con: 2d6 + 6 ⇒ (4, 5) + 6 = 15
int: 2d6 + 6 ⇒ (4, 3) + 6 = 13
wis: 2d6 + 6 ⇒ (2, 5) + 6 = 13

OK, invulnerable rager barbarian then

I'll have the build tomorrow


Ack! You go to a movie and arrive late to the auditions

Dotting for now and hope to get something up in a day or less!


Still unfinished, but here's Vorn Redhand, bard (Thundercaller).


Ok working on an Oracle but need more info about the Patrons to help decide which direction to go.

Have an Idea in mind but want to make sure there is a patron that covers what I am looking for.


Gameplay Thread wrote:
The other four, roll 2d6+6 four times in order. There are no rerolls or moving of ability scores. Those are your other four scores.

STR: 18 = 18

DEX: 2d6 + 6 ⇒ (4, 5) + 6 = 15
CON: 2d6 + 6 ⇒ (5, 4) + 6 = 15
INT: 2d6 + 6 ⇒ (2, 2) + 6 = 10
WIS: 2d6 + 6 ⇒ (6, 5) + 6 = 17
CHA: 8 = 8


Clever Hands
Str 2d6 + 6 ⇒ (3, 5) + 6 = 14
Dex 2d6 + 8 ⇒ (5, 6) + 8 = 19
Con 2d6 + 6 ⇒ (5, 1) + 6 = 12
Int 2d6 + 6 ⇒ (4, 4) + 6 = 14
Wis 18 +2 = 20
Char 8 -2 = 6

Working on a dwarven monk. Thinking Terra-cotta just because.


Havocprince wrote:
Dex 2d6+8

Just reminded me of the time I got a 9 on a 'd8'...Yes I imagine you added the dex bonus.

So, we're two dwarven monks btw.


Yeah figured in the racial. As for us being two monks I kinda fill the rogue slot as well. Trap finder some skills and second line fighter. Shooting for brother of the seal for the silliness of the trap finding on a monk.


Oh what the heck. Standing out in this crowd is going to be hard, so rather than pick a class upfront, I'll take two unusual characteristics for Focus and Foible, see what the rolls bring, and hope the end result is different enough to inspire :)

Con for Focus 18
Dex for Foible 8
Str 2d6 + 6 ⇒ (4, 1) + 6 = 11
Int 2d6 + 6 ⇒ (4, 2) + 6 = 12
Wis 2d6 + 6 ⇒ (6, 5) + 6 = 17
Cha 2d6 + 6 ⇒ (6, 1) + 6 = 13

EDIT: Okay, going for a cleric, perhaps one who wishes admires craftsmanship but finds his/her fingers fumbling when trying to take a hand to it him/herself :) On the other hand, said cleric really takes a licking and keeps on ticking even compared to most dwarves

So with typical dwarven modifiers, we're looking at
Str 11
Dex 8
Con 20
Int 12
Wis 19
Cha 11

Edit 2: Like others, much will depend on the nature of the patron but I'm feeling flexible and can adjust. I may play a female since I suspect we may otherwise be a bit of a guyfest

Sovereign Court

This is up my alley! I've always loved dwarves, but never really had a great excuse to play them up!

I think I'll set myself up this way:
Warrior of Legend

Strength: 18 = 18 +2
Dexterity: 8 = 8
Constitution: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Intelligence: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Wisdom: 2d6 + 6 ⇒ (4, 5) + 6 = 15 -2
Charisma: 2d6 + 6 ⇒ (4, 3) + 6 = 13 +2

Probably Ranger or Fighter - debating on which martial end to take. I might even go Cavalier!

EDIT: Looks like Cavalier it is - probably Huntmaster archetype! Two dwarven-barded hounds sounds AMAZING! I'll write something up over the weekend.


Cave gecko riding cavalier.... :)


Ok. I have a background written up for Ulkra, though it's very vague in parts since we don't know yet about the patron bit which I assume would be our deity?

Background:

Almost all dwarven children are given a chance at the forge. Ulkra's earliest attempts were certainly memorable. She stumbled over a bellows, causing it to blow embers into a master smith's beard while she, still on her way, continued to crash and knock over an entire tool rack alerting the guards to what they thought was a battle breaking out.

Ulkra herself was none the worse for wear, surprisingly, though she was deeply embarrassed. Her clan elders were patient at first. They were sure she would grow out of it. A few years, and many many accidents later, they began to shoo her away from the smithies, and clayware, and ...well, almost any place not in need of a fumblefoot such as she. Ulkra was a sweet girl, but she was just plain clumsy and dwarves, with their renowned lack of tact, didn't try to sugar coat it for her. Though, most had to admit that while she had more than her share of crashes and falls, she bounced remarkably well.

One place she found more patience than most was at the temples. In the churches of the dwarven gods, she found acceptance, and yes, purpose. One god in particular called to her. She had odd dreams of turning her back to the sky and heading down to the ruins of an ancient city. While she wanted to believe it was her patron guiding her, another part of her wondered if it wasn't hubris to assume she was special enough to warrant such a vision when it could just be a dream.

Then she found 'the weapon', a lost heirloom of a lost city. This was the final sign she needed to convince her it was not mere vanity that was pulling at her. The weapon was perfect save for a single missing gem. When word came that others sought to reclaim a lost city as well, she made haste to follow them. They would need healing, and holy power, and surely her god meant her to go or why else the odd dreams? She was sure they'd accept her, as long as she didn't trip over them when asking.

and tied to that

Campaign Trait: Relic of the Dwarven Smithy
You possess a weapon forged in the foundries of old Dammerhall.
Benefit: You begin the campaign with a free masterwork melee weapon of dwarven construction. It is missing a gemstone from a socket. If that gem were restored, the weapon would likely become magical.


Definitely jumping in on this. Dotting


Strength: 18
Dexterity: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Constitution: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Intelligence: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Wisdom: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Charisma: 8

Choosing: Warrior of Legend Race Trait


Scholar of the Ancient Ways

Str: 8
Dex: 2d6 + 6 + 2 ⇒ (1, 3) + 6 + 2 = 12
Con: 2d6 + 6 - 2 ⇒ (5, 4) + 6 - 2 = 13
Int: 18+2 = 20
Wis: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Cha: 2d6 + 6 ⇒ (6, 6) + 6 = 18

hmm, was thinking of an alchemist, but with these scores more is possible. Mystic Theurge for laughs? let's see what I can make of this.


Enna, known also as the Hammer Hand, has dragged herself from the darkness of depression to join her fellow kin in the glorious retaking of their home. Though she has lost everything and everyone close and dear to her she has vowed to make everything right again. Her hatred of the Dark Elves and the creatures of the deep is only matched by her veneration for her father's craft. As a young girl Enna learned the secrets of truly good bier from her perch on her father's knee. Enna dreams of the day that she can take those gifts and put them to the use they where meant for, the merriment and cheer of all good dwarven people.

Enna has learned more than just the secrets of a good drink, she has learned the path of fist and stone. Deep in the chasm in which she hid as a child from those that had destroyed her family she found herself with none to talk to. The earth itself took pity on her plight and swallowed her whole before she could starve. Sustained by the earth and taught as a warrior of stone, Enna became one with the stones. She learned to sense without searching, move as the settling landslide, and strike as the earth itself. When she resurfaced many years had gone by, dark years of decline for her people. Now Enna only wishes to bring back her peoples ways and maybe make a good batch of ale in the process.


Caesk Bristlebeard:

Caesk Bristlebeard
Male Dwarf Fighter (Brawler) 1
LN Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +1 shield, +3 Dex)
hp 13 (1d10+3)
Fort +5, Ref +3, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Light Shield Bash +4 (1d3+2/x2) and
. . Dagger +6 (1d4+5/19-20/x2) and
. . Dwarven waraxe +4 (1d10+5/x3)
Ranged Sling +4 (1d4+5/x2)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 16, Int 13, Wis 11, Cha 10
Base Atk +1; CMB +6; CMD 19 (19 vs. Bull Rush, 19 vs. Trip)
Feats Improved Shield Bash, Two-weapon Fighting
Traits Legendary Drinker, Zest for Battle
Skills Acrobatics -2 (-6 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb +4, Escape Artist -2, Fly -2, Intimidate +4, Perception +1 (+3 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -2, Sense Motive +1, Stealth -2, Survival +4, Swim +4
Languages Common, Dwarven, Orc
SQ greed, hardy, slow and steady, stability, stonecunning +2
Combat Gear Smelling salts, Sunrod (2); Other Gear Scale mail, Light steel shield, Dagger, Dwarven waraxe, Sling, Sling bullets (20), Backpack (48 @ 88 lbs), Bedroll, Belt pouch (3 @ 0.4 lbs), Block and tackle, Chalk, Crowbar, Flint and steel, Folding pole, Grappling hook, Hammer, Iron spike (10), Mess kit, Piton (5), Pot, Rope, Saw, Silk rope, Soap, Torch (10), Trail rations (5), Waterskin, Wire (2), 15 GP, 5 CP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Legendary Drinker Your ability to hold your liquor is almost without equal. In fact, you feel nowhere as at home as in a bar with your fellow dwarves enjoying fine dwarven ale.

Benefit: You are never sickened by drinking alcohol and a night spent in a bar restores
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Looking for someone to have a downtrodden alcoholic, shame to the family former war hero that has been since written off as hereditary liability to the rest of the family.

Pretty much fought in wars, was changed by it. Yet not many understood the hard choices he had to make while at war. The only thing that he confided in was two things.

1) The comfort of the drink
2) The single family member that he shared a bond with and still treats him as an equal....(insert name),

Message me and I can work a story out with anyone.

Could do several spins. Noble family (being the non-heir)...etc.

Would like to have a strong family member tie into this character. One that would cause them to disagree on alot of things, yet somehow compliment eachothers flaws type of thing.

Just rambling now. Would be nice to beat out a background story for two peoples characters.


I am sure we will all work out the family genealogy after characters are selected for the game.


Alright, let's see what the dice give me.

2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13

... huh. That's a little uninspiring. Hmm. :/


I'd be very interested in playing this game.

Basic idea is for a Dwarven Brewer who is out to find the best brew in the world. He has seen more different Dwarven brews than he can remember and is as a whole unimpressed by surfacer brews so he's seeking underground now.

Not sure about the class yet. With either monk or barbarian I could go for the drunk angle. Alchemist would be an obvious one. Ranger could also be an option, focusing more on the search than on the brews.


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

After Std dwarf modifiers
Str 12
Dex 18
Con 13
Int 12
Wis 10
Cha 10

I am thinking class: rogue, concept: artisan/smith


OK, I'll create an alias if selected (I already have too many unused aliases)

Tycho Coldhearth was of a fairly well regarded dwarven family (willing to associate with someone) but eventually grabbed one of the family relics and ran off to try his luck in the world because he was simply sick of the moping around. He is a traditionalist (hence the old school weapon), but hearkens back to a tradition of a successful race which was willing to take on the world, rather than just wait for the world to happen to it. He is somewhat estranged from his family as he has been living in the wilds and among humans for some time now.

crunch:

Tycho Coldhearth
Dwarf Barbarian (Invulnerable Rager) 1
CG Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 15 (1d12+3)
Fort +5, Ref +3, Will +2; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Dwarven dorn-dergar +6 (1d10+6/x2)
Special Attacks hatred, rage (8 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 17, Con 17, Int 13, Wis 15, Cha 6
Base Atk +1; CMB +5; CMD 18 (18 vs. Bull Rush, 18 vs. Trip)
Feats Power Attack -1/+2
Traits Glory of Old, Relic of the Dwarven Smithy
Skills Acrobatics +3, Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb +4, Escape Artist -1, Fly -1, Intimidate +2, Knowledge (nature) +5, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -1, Stealth -1, Survival +6, Swim +4
Languages Common, Dwarven, Undercommon
SQ fast movement +10, greed, hardy, slow and steady, stability, stonecunning +2
Combat Gear Caltrops; Other Gear Scale mail, Masterwork Dwarven dorn-dergar, Backpack (8 @ 31 lbs), Bedroll, Dungeoneering kit, Iron spike (2), Piton (4), Rope, 35 GP, 4 SP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.


I'll create an alias if selected as I want to prevent having too many unused aliases ;-)

Although Donagh does not want to leave his forge he understands that an expedition could not get very far without his skill and knowledge, add to that his ability to make friends with about everyone (unless they are elves) he is an indispensable addition to any party.

Crunch
Dwarf Cleric (Forgemaster) 1
LN Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3
Speed 20 ft.
Str 8, Dex 12, Con 13, Int 20, Wis 17, Cha 18
Languages Common, Dwarven +5 others, to be decided later

Combat:

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 Scale Mail)
Base Atk +0; CMB -1; CMD 10 (14 vs. Bull Rush, 14 vs. Trip when standing on ground)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Melee
Warhammer -1, 1d8-1 (x3)
Ranged
Light Crossbow +2, 1d8+1 within 30ft
Light Crossbow +1, 1d8 outside of 30ft
(+1 to hit vs elves
Spell-Like Abilities
6/day—Artificer's Touch (6/day)

Spells prepared (CL1):

0
- Detect Magic
- Detect Poison
- Guidance
1
- Animate Rope (Domain Spell)
- Bless
- Magic Weapon (CL2)

Skills:

Acrobatics -5 (-4 jump)
Appraise +9
Craft (armor) +11 (+13 on checks related to metal or stone)
Craft (blacksmith) +9 (+11 on checks related to metal or stone)
Craft (weapons) +9 (+11 on checks related to metal or stone)
Diplomacy +8
Knowledge (arcana) +9
Knowledge (history) +9
Knowledge (religion) +9
Perception +3 (+5 to notice unusual stonework, such as traps and hidden doors in stone walls or floors)
Sense Motive +7
Spellcraft +9

Equipment:

Weapons
Light Crossbow
- bolts 20
Warhammer

Armor
Scalemail

Other Gear
Artisan's tools (Craft [armor])
Artisan's tools (Craft [blacksmith])
Artisan's tools (Craft [weapons])
Backpack
Bedroll
Holy Symbol (Iron)
Silk Rope
Spell Component Pouch

Cash
3 gp, 9 sp


Special Abilities:

Racial Traits
Ancient Enmity Gain a racial bonus (+1) to attacks vs Elves.
Craftsman Gain a racial bonus (+2) on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training Gain a dodge bonus (+4) to AC vs monsters of the Giant subtype.
Hardy Gain a racial bonus (+2) to saves vs Poison, Spells and Spell-Like effects.
Slow and Steady Your base speed is never modified by encumbrance.
Stability Gain bonus (+4) to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Cleric (Forgemaster) Abilities:
Artificer's Touch (1d6+0) (6/day) (Sp):[/b] Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Aura The Cleric has an aura corresponding to his deity's alignment.
Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment.
Runeforger (8/day)(Su) A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster's blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk may be placed on an item at any given time. This ability replaces channel energy
Runes known
- Forgemaster's Blessing: The inscribed nonmagical item functions as a masterwork item.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Traits:
Anvil Heart You receive a +2 trait bonus to one craft skill involving metal-working (Craft: armorsmithing). That skill is always a class skill for you.
Eldritch Smith Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.

Feat:
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.


Coming from a wealthy and influential family Gordax thought very highly of himself causing others not to like him much. He spent his time mostly alone and learning the art of unlocking things. very skilled and light on his feet but not very stout or likable.

crunch and stuf:

Gordax Draxdar
Male Dwarf Rogue 1
CN Medium Humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 8 (1d8)
Fort -1, Ref +7, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Cold Iron Light mace +5 (1d6+2/x2) and
. . Masterwork Rapier +6 (1d6+2/18-20/x2) and
. . Masterwork Shortsword +6 (1d6+2/19-20/x2)
Ranged Composite shortbow (Str +1) +5 (1d6+1/x3)
Special Attacks hatred, sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 8, Int 15, Wis 13, Cha 8
Base Atk +0; CMB +2; CMD 17 (17 vs. Bull Rush, 17 vs. Trip)
Feats Weapon Finesse
Traits Reactionary, Old Money
Skills Acrobatics +9 (+5 jump), Appraise +6 (+8 to determine the price of nonmagic items with precious metals or gemstones), Climb +6, Disable Device +12, Escape Artist +9, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +5 (+6 to locate traps, +7 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +5, Sleight of Hand +9, Stealth +9, Use Magic Device +3
Languages Common, Dwarven, Giant, Goblin
SQ greed, hardy, slow and steady, stability, stonecunning +2, trapfinding +1
Other Gear Masterwork Studded leather armor, Cold Iron Light mace, Composite shortbow (Str +1), Masterwork Rapier, Masterwork Shortsword, Backpack (15 @ 25.5 lbs), Bedroll, Flask, Flint and steel, Grappling hook, Mirror, Piton (5), Silk rope, Thieves' tools, masterwork, Trail rations (2), Waterskin, Whetstone, 8 GP, 3 SP, 5 CP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Old Money
Your family possesses great wealth.
Benefit: Your starting cash increases to 900 gp.

Clever Hands
You are born artisan, cunning and quick with your hands and mind. Whether you have chosen to use these gifts for noble pursuits or becoming a thief does not matter, you are mistrusted regardless by your fellow dwarves.
Benefit: +2 Dexterity, +2 Wisdom, -2 Charisma

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

will come up with full back story and make alias on here later this weekend.

Dark Archive

I definitely want in on this; I'll roll an Alchemist.

Strength: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Dexterity: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Constitution: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Intelligence: 18 = 18
Wisdom: 8 = 8
Charisma: 2d6 + 6 ⇒ (1, 2) + 6 = 9

He'll take the Scholar of the Ancient Ways trait for +2 Dexterity, +2 Intelligence and -2 Constitution.

Hodr Thunderbeard, Level 1 CG Alchemist:

Strength: 17
Dexterity: 14
Constitution: 10
Intelligence: 20
Wisdom: 8
Charisma: 9

Skills:
Appraise +9
Craft (alchemy) +9
Craft (brewing) +11
Disable Device +6
Heal +3
Knowledge (arcana) +9
Knowledge (nature) +9
Perception +3
Sleight of Hand +6
Spellcraft +9
Use Magic Device +3

Feats: Brew Potion, Point Blank Shot, Throw Anything
Traits: Secrets of the Dwarven Brewers, Ruthless

Hodr Thunderbeard is an alchemist and clan brewer. Although an integral part of the social scene of the clan, personally most are put off by the acrid smell of chemicals that cling to his clothing and body after years of alchemical and alcoholic experimentation. Regardless of this, Hodr is a bombastic personality that matches his calling in life. Stealth is not generally a word in his repertoire as he greets life with an exuberant nature that seems at odds with his other, more reserved, brethren.

When it comes to combat, Hodr is usually found at the front line, attacking in concert with the more durable members of his clan. Before battle is joined, he often tries to break up the enemy line with some well placed bombs that can tend to have devastating effect.

Hodr fell into alchemy after attempting to become a wizard of the clan; although he possessed the requisite intelligence, he lacked the discipline to focus long enough to learn the cantrips and spells required to become a worthy wizard. Instead, he spent much of his time around the brewers and very quickly picked up the art. From this, he melded the art of brewing and love of magic into a mix of the two and so his career in alchemy was born.

Alchemy has come in very handy, providing the clan with a steady source of explosives for mining efforts. As the years have worn on, Hodr appears to have become more and more unbalanced and often pitches himself into the fray when more diplomatic efforts may have won out. However, Hodr has slowly come round to the fact that perhaps, just maybe, the decline of the dwarves could be halted and a great and prosperous nation could be born once more. Standing now at the edge of glory, Hodr is willing to throw himself into the depths of the mountains and see what could become of him.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I've posted the appendix for Patrons to the campaign information tab. If you are submitting a character, please read the material and vote on the descriptors before next Friday.

@Whack-a-Rogue: Yes, I'm ok with combining them.


Do we vote here?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
drbuzzard wrote:
Do we vote here?

Yes, and new submissions should also include it in their submission post, please.


Bravery
Secrets Beneath the Mountain


Dwarfen steel (2)
Secrets beneath the Mountain

I want more votes!


I completely forgot my stat rolls.

12d6 + 6 ⇒ (2, 5) + 6 = 13
22d6 + 6 ⇒ (5, 2) + 6 = 13
32d6 + 6 ⇒ (6, 2) + 6 = 14
42d6 + 6 ⇒ (5, 3) + 6 = 14

What they go to will depend on the class I'll pick, as I'm still not 100% on it.

As for descriptors;

Craftsmanship
Elemental Earth

1 to 50 of 233 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Not a Snow White Story: Looking for up to seven dwarves: Throne of Night All Messageboards

Want to post a reply? Sign in.