Yodler's Throne of Night

Game Master CrazyYodler


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If we're allowed a flaw for another trait id like to have Xenophobic to go with my race trait Xenophobic.. He's very, very suspicious of anything not a dwarf..


sounds good I expect any flaws to be played out well within the game ;)


HP 14/14 | AC 15 | T 12 | FF 13 | CMD 16* | Fort +5* | Ref +4* | Will +3* | Init +4 | Perc +7* | SM +3*

Yea i figure him to be a recluse.. A loner who doesnt speak much and is very gruf and assholish when he does.. And thats to other dwarfs.. Non Dwarfs will have to earn him speaking to them.. And then he'll be an ass to them as well..


Swear to god I will have this up and going in a day or two, like I said in the other game, just been nuts at work.


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

All good. Same here actually.


Lawyer 8/MBA 7/RPGist 5

I'm alright, take your time Yodler. We're having fun at the two other games, so you don't need to kill yourself.


Agreed.. You have all the time u need... A quick question though.. Have you considered a playtest of the new classes? this would be a good opportunity to try something new and provide feeback..


haven't even looked at the other classes so let me know if any of them pique your interest.


There are several that look interesting.. The Arcanist seems decent, Bloodrager will probably be somewhat broken, although without rage powers perhaps not.. The Skald again looks powerful.. My personal fav is the Slayer.. I built a 10th level one for a trial run through a pfs module and he seems very powerful at a glance.. Full bab with a swift action favored enemy that can taget anything and sneak attack..


Female Half Orc Occultist 3

I want to like the Shaman, but I'm not super impressed with their hexes.


The investigator is useless. It helps out with skill checks mainly, and you're behind on sneak attack. You don't even get bombs. If you want an alchemist with sneak attack just play a vivesectionalist* an archetype of the alchemist. The only mildly interesting thing is that you can add 1d6 to attack, or saving throws, but it costs 2 uses of the ability for that. Not worth it sadly.

*not sure I spelled that right.


Female Half Orc Occultist 3

Oh, I kind of liked the Investigator. You are the ultimate skill monkey, especially when you are able to constantly add bonuses to a ton of skills (with the right talents)


Finally have some free time will have the Patron up an running by tonight. So we can finalize any character creation and back story. Since we have to choose how the patron affected each of the individuals in the party.


Lawyer 8/MBA 7/RPGist 5

It's... ALIVE!


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

Woo!


Khordal
Father of Virtue
God of Battle, Celebration, and Nobility
Alignment: Neutral Good
Domains: Glory, Nobility, Repose, War, Earth, Artifice
Subdomains: Construct, Caves, Metal, Heroism, Honor, Fate, Leadership, Ancestors, Tactics,
Favored Weapon: Dwarven Waraxe
Symbol: Golden Stein with Two Crossed Axes Behind.
Nationality: Dwarf

Background
The gates of the afterlife for the dwarven people are tended by two gods, Khordal and Lobin. Both have a different qualities that they look for when they are walking the fields of battle or walking through the caverns below the surface.

Khordal is the patron that recieves the dwarves that had led an honorable life, one filled with justified battle and celebration. He leads the worthy to the hall of ancestors deep within the mountain core, where the furnaces burn hotter than the sun and where the ale is colder than a glacier. It is a place for the spirits of fallen heroes among the dwarves to celebrate a worthy life and an honorable death.

Lobin is the patron that is the counterpoint to Khordal, receiving the dwarves that have acted cowardly or unworthy in the eyes of their ancestors. He leads them to the mines of the spirits, which is a never ending mass of rock that they must toil over until the end of time. Until enough time has past that Lobin deems them worthy to be given another chance at living a honorable and worthy life. Being reincarnated to the living world to once prove them selves.

The two gate keepers are not only a yin and yang halves of eachother, but twins or Torag the Father of Creation. The father of all Dwarvenkind.

Relationships
Khordal is opposed to any chaotic deities, as a god of order and honor. He does harbor grudges against any deities that have opposed him or his followers, he sees willingness to forgive as folly and a sign of weakness.

Appearance and Emissaries
Khordal appears as a powerful and armor clad dwarf, ever ready for battle and the aftermath of such events. Art shows his as a stereotypical dwarf in almost body encompassing armor, covering every part of his body except his face and beard. He is also always carrying his axe, Reglehros.

Servants
Khordal, like his father and his faithful hold creatures of the earth as mighty and holy, especially burrowing animals like badgers. Bats are loathed as abominations almost as much as the writhing spawn of Rovagug.

Worshipers and Clergy
As befits a diety so closely associated with living an honorable and glorious life, the vestments of Khordal's clergy are any clothes that the dwarf themselves take to be their craft, whether it be a smith within the forges, or a warrior in battle. Khordal is not one to dwell on official garbs to be used in a house of worship, as long as the follower is true to himself and his ambitions.

Temple and Shrines
Temples tend to be halls of celebration as well as worship, to give a taste to followers of his faith a taste of what is to come with an honorable and fulfilled life. Brewed ale is a common sight within the walls, as well as tales of wars and adventure among the participants. Proper Hierarchy is not forgotten within the walls, proper respect shall be given to individuals of higher stature. Arguments and brawls are not sanctioned withing the walls of the hall.


let me know what you think.


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

I like it. Kaars hss embraced the deity of the dwarves he serves.


HP 14/14 | AC 15 | T 12 | FF 13 | CMD 16* | Fort +5* | Ref +4* | Will +3* | Init +4 | Perc +7* | SM +3*

Bagram approves of the beer drinking and chopping things with axes.. However he does not condone that much lawfulness.. He approves of doing what he wants, when he wants.. And that most likely doesn't include traveling around with stinking rats...

Lol he's a super Xenophobe with a 6 cha, so you will have to grow on him Kaars lol..


An Honorable life comes in many forms lol, im thinking in general as long as you live true to yourself and your fellow dwarves ;)


GP - Fighter 1

Picturing the god I think his alignment is kinda off... Well, celebrations, ale and drinking are usually pictured by chaotic deities.

Neutral ones could also include that, specially when saying that no arguments or brawls would be permitted along the halls.

BUT I think that with Khordal being neutral he would not fiercely opposes Chaotic deities just for being chaotic, since he's not of the opposed alignment, and also because he has chaotic followers (even clerics) among his ranks.

Also, there's the Nobility thing. Nobles are only present in lawful societies, since you need, other than actual money, the respect from the rest of the society. You can be Lawful and praise celebration and war, but I don't see neutral or chaotic praising nobility.

That's what I think, at least.

By the way I find it pretty weird the other one being called Lobin. I used the nickname Lobini for many many years.


makes sense on the alignment, may make him lawful just on that fact. thanks for the input ;)


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

Don't worry yourself Bagram. Kaars will save your life anyway, then you owe him. :)


Lawyer 8/MBA 7/RPGist 5

Well, if you saved his life once you would be even. You would need to do it twice for him to own you anything...


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

Kaars not owe all dwarves. Only Hvedra and brother and others who were there. Kaars doesn't remember Bagram there.


Lawyer 8/MBA 7/RPGist 5

Oh sorry, my bad then ^_^


Female Half Orc Occultist 3

Doesn't he have one too many Domains?


GP - Fighter 1

If that's the case I would suggest taking out repose.

Also, about my last statesmen, I think LN would be the best choice for the patron. Afteral, it's a dwarven deity, not a common one, and as such we will be more focused in helping and upgrading our own community than helping unknown people, including humans.

Would be something like: "Hey you're a dwarf? Welcome! Join us! You're not? Well, you can f*~! yourself in that corner over there..."


i agree with that, LN seems more of a fit with nobility. Didn't realize I went over the domains, I think Repose may be a suitable one to remove.

If you guys have any other suggestions let me know ;)


GP - Fighter 1

Oh yes, I suggest we pack up and conquer our city back! Who's with me? No one? Really? Why don't you like me!


was anyone using the domains with any divine caster?


ill set up the remainder of the set up when I get home today ;)


Ok the Revised Patron, hope it work out for yall.

Khordal
Father of Virtue
God of Battle, Celebration, and Nobility
Alignment: Lawful Neutral
Domains: Glory, Nobility, War, Earth, Artifice
Subdomains: Construct, Caves, Metal, Heroism, Honor, Fate, Leadership, Tactics,
Favored Weapon: Dwarven Waraxe
Symbol: Golden Stein with Two Crossed Axes Behind.
Nationality: Dwarf

Background
The gates of the afterlife for the dwarven people are tended by two gods, Khordal and Lobin. Both have a different qualities that they look for when they are walking the fields of battle or walking through the caverns below the surface.
Khordal is the patron that recieves the dwarves that had led an honorable life, one filled with justified battle and celebration. He leads the worthy to the hall of ancestors deep within the mountain core, where the furnaces burn hotter than the sun and where the ale is colder than a glacier. It is a place for the spirits of fallen heroes among the dwarves to celebrate a worthy life and an honorable death.
Lobin is the patron that is the counterpoint to Khordal, receiving the dwarves that have acted cowardly or unworthy in the eyes of their ancestors. He leads them to the mines of the spirits, which is a never ending mass of rock that they must toil over until the end of time. Until enough time has past that Lobin deems them worthy to be given another chance at living a honorable and worthy life. Being reincarnated to the living world to once prove them selves.
The two gate keepers are not only a yin and yang halves of eachother, but twins or Torag the Father of Creation. The father of all Dwarvenkind.

Relationships
Khordal is opposed to any chaotic deities, as a god of order and honor. He does harbor grudges against any deities that have opposed him or his followers, he sees willingness to forgive as folly and a sign of weakness.

Appearance and Emissaries
Khordal appears as a powerful and armor clad dwarf, ever ready for battle and the aftermath of such events. Art shows his as a stereotypical dwarf in almost body encompassing armor, covering every part of his body except his face and beard. He is also always carrying his axe, Reglehros.

Servants
Khordal, like his father and his faithful hold creatures of the earth as mighty and holy, especially burrowing animals like badgers. Bats are loathed as abominations almost as much as the writhing spawn of Rovagug.

Worshipers and Clergy
As befits a diety so closely associated with living an honorable and glorious life, the vestments of Khordal's clergy are any clothes that the dwarf themselves take to be their craft, whether it be a smith within the forges, or a warrior in battle. Khordal is not one to dwell on official garbs to be used in a house of worship, as long as the follower is true to himself and his ambitions.

Temple and Shrines
Temples tend to be halls of celebration as well as worship, to give a taste to followers of his faith a taste of what is to come with an honorable and fulfilled life. Brewed ale is a common sight within the walls, as well as tales of wars and adventure among the participants. Proper Hierarchy is not forgotten within the walls, proper respect shall be given to individuals of higher stature. Arguments and brawls are not sanctioned withing the walls of the hall.


After each of you has a chance to read and absorb what I have created, it’s time to integrate the Patron in your background. Why are you a part of this quest? Why do you serve this patron? How do you know that the patron supports what you are doing? Describe what you can come up with. Keep it brief though. Answering these questions shouldn't take more than a paragraph or two and definitely keep it to a single typed page or less. Brevity means flexibility.

Only one in the party is allowed to be the Doubting Thomas. They either don’t think the patron is real or don’t believe that the patron cares about the party. Of course experience in the campaign will likely show them that they’re wrong, but for now this PC cares nothing for the patron.

If you don't have an idea already you can roll a d20:


  • 1. Doubting Thomas. As above. If there is already one in the party, reroll this result.

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

  • 3. The patron gave you a vision. You saw something you cannot forget and it drives you on this quest.

  • 4. The patron spoke to you. In your darkest hour, you heard the voice of the divine. You are not sure entirely what the words meant, but it has given you purpose.

  • 5. The patron sent a messenger. You saw an angel, demon or some other creature and it gave you a mission.

  • 6. The patron gave you a token. The holy symbol or trinket you carry is a gift from the patron.

  • 7. The patron changed you. A miracle happened and you were physically marked as the patron’s chosen.

  • 8. The patron brought you here. You were mystically teleported or transported to this place.

  • 9. The patron is testing you. Recent trials are a test of your faith. You must prove yourself worthy!

  • 10. Your bear the mark. A sacred birthmark foretold by prophecy reveals you as the patron’s chosen agent.

  • 11. You were born on the Patron’s holy day.

  • 12. You were an orphan found on the temple steps.

  • 13. You were raised by a priest of the Patron. He recognized in you the Patron’s favor.

  • 14. When you cry the Patron’s name, you have never known defeat.

  • 15. You followed a prophet. Even though the prophet is now dead, still you remember the sacred teaching.

  • 16. Your dying parent told you of your destiny.

  • 17. Your life so far fulfills a prophecy in a holy text.

  • 18. Your friend (another Player) believes in the patron. So what’s the harm of humoring the friend?

  • 19. The patron might be your father.

  • 20. The patron made you his agent. Whatever character class you thought you were playing, you are now a divine servant (cleric, paladin, etc.) of the patron.

Feel free to completely ignore the roll and just take one if you think it fits into your story.


GP - Fighter 1

Ha! I think Kaars will have a hard time regarding that...

Anyway, I think Ryzentide would probably go with the Doubting Thomas if no one else wants it. I've not even mentioned the patron in his background, so far, but the way I picture his stubbornness and arrogance it would be a nice role. If that was the case I would change K.Religion for K.Nature in his stats.

Otherwise 3 or 5 would suffice.


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

6. Could work with his trait.

Or 18. Because Hvedra worship, Kaars worship too.


HP 14/14 | AC 15 | T 12 | FF 13 | CMD 16* | Fort +5* | Ref +4* | Will +3* | Init +4 | Perc +7* | SM +3*

I was waiting till the patron was done to do my backstory, so now ill have to think on this a bit.. Bagram is sort of a recluse, mostly staying in the bottom of a cup while among civilization.. I don't see him as super religious, so I think Bearing the Mark fits him the best.. He's from a royal bloodline so I gotta work that in too.. Perhaps the patron is testing him is the reason he left his riches behind to become a bottom feeding deepwalker.. hmm..


oh no worries we can try to form all of the ties into the patron, pretty open ended. The Ap looks for a start with the players creating their own ties into the patron.

Haven't been able to read too much since I only have the first book at the moment. With the patron though the books gives suggestions for me to use with the patron.

Such as certain magic items that have bonus stats, and have a possibility to lose their stats if you defy the patron. Also will look into crafting specific patron spells and feats.


1d20 ⇒ 5


Female Half Orc Occultist 3

I'm going with 19. Guess what Volgar, we might have two daddies. :-p


Dad sent a messenger to tell us about it?


Female Half Orc Occultist 3

"So, I came to your mother in the form of a golden shower."


Was she locked in a cave of bronze?


Female Half Orc Occultist 3

Indeed it was.


When I get home today, I will see about setting a starting scenario to have you guys get started here. Once you have all your character finalized and such. If backgrounds are a bit scarce don't worry, we can fill in as we go. Might make for a more intricate introduction phase initially.

Keep in mind that you are going to be travelling underground and to have the necessary supplies when traversing for long distances underground. For example, and adequate supply of food and water. We can do this after the introduction, when you are finally ready to head out of town.


Just a heads up, with me being at my parents house for the rest of this week I will be unable to work on backstories etc.. Monday I should be able to finalize Bagram though..


ah no worries, I posted an intro and you guys can start to role play and finalize any preparations that you think would be necessary.


Lawyer 8/MBA 7/RPGist 5

Gold Sheet for Throne of Night is ready, in case you want to use it to keep track of gold pieces and encumbrance.

It's free to edit.

I'm finishing off my equipment to post on gameplay.


GP - Fighter 1

So, am I the doubting Halara Thomas?


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

So I chose number 6 on account of my campaign trait. Interested to see what happens if I ever find the gem for it.

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