Dwarves of Gold Peak

Game Master Nathanael Love

Three months after a crushing defeat, the Dwarves of Gold Peak must band together, defend the city, rally their forces and allies, and eventually rescue the captured King Dak Nimbus.


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It’s been three months since Cloud Dwarf King Dak Nimbus led the Skycaptains and Spiryth’s Horde of Glorious Thunder into what looked to be final and lasting victory against the forces of Fire Giant King Lamar Nechezzar, however, the hero of the Gold Peak Dwarves met with disaster.

Outflanked by Necezzar’s wiley treachery, King Nimbus found himself opposed by a fractious and temporary, yet powerful alliance. The fire giants forged a pact with the neighboring frost dwarves of the Dunkare Mine, the hill giants of the Rondan Pass, the orcs of the Hidden Plateau, and even three of the four dragons who roost in the region, and the Thundering Horde was defeated, scattered, and King Nimbus captured.

Now, Gale Festivus, Last of the Skycaptains, must organize a motley crew of trainees, conscripts, and even mercenaries (perish the thought) in a desperate defense of Gold Peak.

Can you answer the call, defend the dwarven citadel, rally the forces of the sky, and free the Dwarf King?

What: a Pathfinder (non-society) game based in the world of Kesperex, centered around the society of the gold Peak Dwarves in a time of crisis.

Who: 5 daring player characters, interested in taking on the part of Dwarven aristocrats or their allies to play their part in the war, and eek out their place in the Dwarven society.

When: Beginning mid to late November, depending on recruitment, and running indefinitely, with a posting schedule aimed at approximately 1/day.

Ok, so you said Dwarves, but like, everyone is a dwarf?

Not necessarily- if the group is mixed correctly there's potential for 1-2 non-dwarves in the party with a strong story reason for why they are allied with the Dwarves of Goldpeak, plus, this campaign uses custom dwarves including storm dwarves, cloud dwarves, and fire dwarves!

What now, what dwarves? There are several dwarf variants- hill dwarves, stone dwarves, fire dwarves, frost dwarves, cloud dwarves, and storm dwarves.

Storm and cloud dwarves are most prevalent among the nobility of Goldpeak, and hill dwarves are most common among the lower classes, but there are noble houses of stone and fire dwarves as well!

Ok, so what're the stats for these weird dwarves?

Incredibly long story short, they are:

Spoiler:

The Dwarves of Kesperex were created, along with their larger cousins the Giants they were forged in whole cloth of magic and iron by the Mystic Mother in the Second Age. While some races, such as the Elves have gone through many changes over the years, the earliest forms of Dwarves (the self-styled “True Dwarves”) still exist—their race ruled by the Five Clans (or Sub-races) Cloud Dwarves, Fire Dwarves, Frost Dwarves, Stone Dwarves, and Storm Dwarves. Only the “lesser” Hill Dwarves have evolved later, and these are creatures to be pitied to the True Dwarves (though they are by far the most numerous of the Dwarven Sub-races—numbering more than all True Dwarves combined by the middle of the third age.

There is a debate between Giants and Dwarves about which of the Mystic Mother’s races came first—Dwarves will claim they were created, then corrupted, and that Giants are naught but over-grown Dwarves. The Giants hold that Dwarves are Giants in miniature. This debate has led to an eternal enmity between Dwarves and Giants turning natural allies into bitter rivals.
All Dwarven Sub-races are available for play in any era—though the later on in years the more common Hill Dwarves are, and the less common the other five races. By the end of the Third Age, some True Dwarves number their entire populations in the hundreds, though these few are almost certain to be adventurers and heroes of great renown. By the Third Age, the practice of Hill Dwarf Tribes and Nations being ruled by a small elite of one or more True Dwarf clans is common, and when the armies of a Dwarf Kingdom march as few as one in a ten may be a True Dwarf and the remainder Hill Dwarves.

Cloud Dwarves

Spoiler:

• +2 Con, +2 Cha, -2 Wis. Cloud Dwarves are hardy and friendly, but tend to lack discipline and focus..
• Humanoid—Cloud Dwarves are humanoid type.
• As medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or Heavy load (unlike other creatures whose speed is reduced in such situations.)
• Darkvision: Dwarves can see in the dark up to 60 feet.
• War chant: Once per day, a cloud dwarf with ranks in Perform (sing, chant, or drum) may perform a war chant. This is a Supernatural ability that does not provoke attacks of opportunity. The effect lasts as long as the Dwarf continues to chant, and two rounds thereafter. All allies within 30 ft, of the Cloud Dwarf gain a +1 Morale bonus to attacks, fortitude saves, will saves against fear, and to skill checks to ride or march into battle. In addition, allies moving in formation and performing no other actions may move an additional 10 ft. per round.
• Mastery of the Winds: Cloud dwarves double the range increment of all ranged weapons they use. They gain +1 to attack with projectile weapons, and +2 with thrown weapons. In addition they add +2 damage with thrown weapons against targets within 30 ft.
• Weapon familiarity: Cloud Dwarves are proficient with all thrown weapons, and treat any weapon with the word “Dwarven” in its name as a martial weapon.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, ect).
• +2 Racial saving throw bonus against all spells, spell-like, and supernatural abilities. The touch of the Mystic Mother protects Dwarves against mystic attacks.
• +1 racial bonus on attack roles and damage against giant. The bonus doubles to +2 against Cloud Giants.
• +4 Dodge bonus against Giants.
• +2 racial bonus to Bluff and Spot. Cloud Dwarves grow up telling tall tales, and their hours spent among the great plains have honed their eyesight.

Fire Dwarves

Spoiler:

• +2 Con, +2 Wis, -2 Cha. Fire Dwarves are hardy and bear a deep connection to the gods, but their manner grates at any but the devout.
• Humanoid—Fire Dwarves are humanoid type.
• As medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or Heavy load (unlike other creatures whose speed is reduced in such situations.)
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Touched By Flames(Su): A number of times per day equal to their character level plus their Wisdom modifier, Fire Dwarves may call a small fire ball to their hands. They may use this as a Ranged touched attack, or melee touch attack dealing 2d6 damage and calling and throwing it as a standard action.
• Resistance to Fire 5.
• Vulnerability to cold 1 (any cold based attack deals 1 additional damage to a Fire Dwarf per die of damage).
• Weapon familiarity: Fire Dwarves are proficient with the Greatsword, and treat any weapon with the word “Dwarven” in its name as a martial weapon.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, ect).
• +2 Racial saving throw bonus against all spells, spell-like, and supernatural abilities. The touch of the Mystic Mother protects Dwarves against mystic attacks.
• +1 racial bonus on attack roles and damage against giants. The bonus doubles to +2 against Fire Giants.
• +4 Dodge bonus against Giants.
• +2 Racial bonus to Intimidate and Knowledge (Religion). Fire Giants are trained from an early age for religion, and are fearsome to behold.

Frost Dwarves

Spoiler:

• +2 Con, +2 Wis, -2 Dex. Frost Dwarves are hardy and bear a deep connection to the gods, but clumsy.
• Humanoid—Frost Dwarves are humanoid type.
• As medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures whose speed is reduced in such situations.)
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Touched By Ice (Su): A number of rounds per day equal to their character level plus their Wisdom modifier, Frost Dwarves may lower the ambient temperature of their bodies, causing any creature they touch (or that strikes them in melee combat) to take 2d6 Cold damage.
• Resistance to Cold 5.
• Vulnerability to Fire 1 (any Fire based attack deals 1 additional damage to a Frost Dwarf per die of damage).
• Weapon familiarity: Frost Dwarves are proficient with the Greataxe, and treat any weapon with the word “Dwarven” in its name as a martial weapon.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, ect).
• +2 racial saving throw bonus against all spells, spell-like, and supernatural abilities. The touch of the Mystic Mother protects Dwarves against mystic attacks.
• +1 racial bonus on attack roles and damage against giants. The bonus doubles to +2 against Frost Giants.
• +4 Dodge bonus against Giants.
• +2 racial bonus to Sense Motive and Knowledge (Religion). Frost Dwarves are expert at taking stock of their friends—and foes, and trained deeply in the religions of Kesperex.

Stone Dwarves

Spoiler:

• +2 Con, +2 Dex, -2 Int. Stone Dwarves are hardy and nimble but lack the concentration of some of their kindred.
• Humanoid—Stone Dwarves are humanoid type.
• As medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or Heavy load (unlike other creatures whose speed is reduced in such situations.)
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but
that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if her were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they gt plenty of opportunity to practice and hone in their underground homes.
• +2 Natural Armor.
• Weapon familiarity: Stone Dwarves any weapon with the word “Dwarven” in its name as a martial weapon.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, ect).
• +2 Racial saving throw bonus against all spells, spell-like, and supernatural abilities. The touch of the Mystic Mother protects Dwarves against mystic attacks.
• +1 racial bonus on attack roles and damage against giants. The bonus doubles to +2 against Stone Giants.
• +4 Dodge bonus against Giants.
• +2 racial bonus to Spellcraft and any Craft Checks involving stone. Stone Dwarves are expert at carving in rock and stone, and have an inherent flair for recognizing spells.

Storm Dwarves

Spoiler:

• +2 Con, +2 Int, -2 Dex. Stone Dwarves are hardy and quick of wit, but slow of hand.
• Humanoid—Storm Dwarves are humanoid type.
• As medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or Heavy load (unlike other creatures whose speed is reduced in such situations.)
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Storm’s Children: Storm Dwarves are immune to the harmful effects of Winds less than Hurricane force, and treat Hurricane and higher winds as though they were two wind categories less.
• Spark of Life: ): A number of times per day equal to their character level plus their Intelligence modifier a Storm Dwarf may call a small spark of Lightning to their hands. This can be used as a touch attack, thrown as a ranged touch attack with a -2 penalty, or used as a healing spell only on creatures below 0 hit points. If used as an attack it deals 2d6 damage; if used as a healing spell on a dying ally it restores 2d4 hit points of damage.
• Resistance to Lightning: 5
• Weapon familiarity: Storm Dwarves are familiar with the long bow and any weapon with the word “Dwarven” in its name as a martial weapon.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, ect).
• Natural Researcher: +5 to the bonus provided for researching any knowledge skills or information and to all checks involving the use of libraries and other knowledge depositories.
• +2 Racial saving throw bonus against all spells, spell-like, and supernatural abilities. The touch of the Mystic Mother protects Dwarves against mystic attacks.
• +1 racial bonus on attack roles and damage against giants. The bonus doubles to +2 against Storm Giants.
• +4 Dodge bonus against Giants.

Hill Dwarves

Spoiler:

• +2 Con, +2 to Any one ability, - 2 Cha
• As medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or Heavy load (unlike other creatures whose speed is reduced in such situations.)
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Bonus feat: Hill Dwarves select one additional feat at 1st level
• Weapon familiarity: Storm Dwarves are familiar with any weapon with the word “Dwarven” in its name as a martial weapon.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, ect).
• +2 Racial saving throw bonus against all spells, spell-like, and supernatural abilities. The touch of the Mystic Mother protects Dwarves against mystic attacks.
• +1 racial bonus on attack roles and damage against giants. The bonus doubles to +2 against Hill Giants.
• +4 Dodge bonus against Giants.

Ok, so, what do you want beyond that?

I'm looking for name/class/race (dwarf type), and a basic idea for character goals/hooks. This is both a war campaign (will be using mass combat rules and feature major dangerous war encounters) and an intrigue campaign (will feature potentially many other subsystems including research and social encounters).

I'm going to leave this up for through the weekend to gauge interest, and then will determine a fair way to select players from those responding.

Any more questions, send them, and I look forward to running this for some of you!


* An enthusiastic dot. Dwarves are my thing. Play them at every opportunity, love their lore. Will roll up a character soon.

* What is the character creation rule?

* I’m thinking of making a stone dwarf noble. From a minor house, that has long lived in the shadows of the storm and cloud dwarves. They make their wealth from their mines, and are regarded by storm and cloud Nobility as being ‘upstarts who need to buy respect.’ This dwarf will see rescuing the king as being a ticket towards glory and prestige for his clan.

Name: Kurdan Rockforge
Race: Stone Dwarf
Class: Primalist Symbol Striker Bloodrager, Destined Bloodline
Traits: Minor Noble, Ease of Faith, Ancestreal Weapon, Fate’s Favored
Lvl 1 Feat: Extra Traits

As a class, he is a runesmith. Places his spells into his weapons to destroy the foes of his people.

With decent Cha and those traits, he should make a fairly good noble.


Name: Thurgrom Thunderhammer
Race: Storm Dwarf
Class: Mynrughdaer, a dwarven racial class by The Knotty-Works. (assuming Oxnard allows it)

Thurgrom is a noble dwarf from a clan known for producing paladins. The dwarf decided instead of following in his family tradition, to forge a deep connect within himself and other dwarves in this most fractious period in history and taking up the ancient rites of the mynrughdaer. Through his actions, Thurgrom hopes to bring the dwarven clans and races back to unity.


It will be 20 point standard point buy, and starting at 3rd level, since I forgot to mention.

And Mynrughdaer looks fine.


Some more background information on Gold Peak and the world can be found here:

Dwarven Society and the Gold Peak Dwarves


Grumbaki here.

Read over the fluff you just posted and was inspired to make this character. Kragg Oldstone! Character is almost complete. Will get a full fluff write up soon.

Wayfinder Resonant Power: 1d100 ⇒ 2


Yes, if people want to be part of one of the major houses that's allowed/encouraged.


Great! Thanks.

By the way can we take Background Skills? It’d let me pick up Knowledge Dungeeoneering and Profession Masonry. Two skills which feel very “Oldstone”

——

And for everyone else, I took the magnetic infusion. Meaning that if I hit any foe, and if you are using a metal weapon, then you will get +4 to hit until my next turn. A nice buff for the party if I can land some shots.

Sadly this means that Kragg is going to be pure range for the time being.


Background:

Kragg is a true son of the Oldstone Clan. He is Earthborn. He has a natural ‘understanding’ with the stone. With naught but his mind he can move stone and rock as if though he were swinging a pick or a shovel. He can walk up and down the deepest pits and mine shafts as if though the ground were level. And in times of need he can call on the earth itself to defend him.

However, his reliance on this gift has meant that Kragg is not the strongest, nor the cleverest of dwarves. With little need to endulge in physical labor, he is far from being a trained warrior. Where other dwarves would match to war with plate and shield, Kragg prefers the comfort of a mere chain shirt and the smallest of bucklers. Indeed, his pick at his side is more of a tool, not a weapon. Used for breaking up hard rock so he can move it with his mind, not for war.

Kragg is, for a dwarf, gregarious. He tends to see the value in everyone and everything. To him, every dwarf has something which makes them of value, and it is just up to their clan elders to find how to best utilize them. He is far from being the dour faced grumbled that most tall-folk picture dwarves to be. However, he is honor bound and is an idealist. The very concept of lying is abhorrent to him, and he wears his emotions on his sleeve. Where a Dwarven merchant might well overstate the value of his wares or negotiate with a face of stone, Kragg tends to just say what is on his mind and in his heart. His clan elders long ago barred him from taking part in any mercantile negotiations.

He has volunteered for this expedition out of loyalty to his clan, and to the hold. He knows that Clan Oldhammer has invested heavily in Gold Peak, and he will do whatever he can to support his people in making the hold as prosperous as possible. He also is loyal to the king, and sees great value in rescuing his lord, because it is the right thing to do.

Character Highlights
* Skills: Diplomacy (+9) Perception (+8) Intimidate (+5) Bluff (-2 feint -1 lie)
* 120ft range +6 Hit 2d6+6 damage (until next round hitting target with a metal weapon has +4 to hit)
* HP (33) Saves (7/7/3, +2 Hardy) AC (22/14/18)
* Character Goal: Support Clan Oldstone’s goals by finding the king and bring prosperity to Gold Peak


Massive dot.
Hill Dwarven Brown Fur Transmuter
A rather weak but highly intelligent dwarven, ready to support his comrades with spells and lores!


Just refreshed myself on background skills- yes, we can use that system. Broad skill base will be important, so that will keep any martials or low skilled characters from feeling hamstrung.


Great. Was able to pick up Knowledge Dungeeoneering, Profession Mason and Profession Miner. Don’t know how useful they will be, but it fits the character well. Also moved skill points around a bit for +8 Stealth and Acrobatics. Just useful skills to have.

Grand Lodge

Dotting for interest. Concept: Vargas Blackrock. Stone Dwarf Seeker Oracle of Shadow. His family delved too deep and the darkness beneath has tainted their line and reputation. Vargas seeks more acceptance than power. Brings some healing and trap disable to the party.


Giving this a bump. Also, for anyone undecided...

Deep Marshal

Dwarven Magus, bonuses for using Dwarven weapons

Symbol Striker Bloodrager

“Symbol strikers are honored warriors wielding strange runic energies becoming a form of runewielding berserker spellcaster.”

And of course skalds...

“Skalds are poets, historians, and keepers of lore who use their gifts for oration and song to inspire allies into a frenzied rage”

This campaign has so much potential for amazing Dwarven characters.


HeHey all, I'll be at work this weekend and may not be on as quickly as I usually am.

I'm counting four right now-

Kragg (kineticist)
Thrugunn (Mynrughdaer)
Ungebrochen (arcanist)
Vargas (oracle)

Looks like a pretty good party balance (1 melee, 1 arcane, 1 divine, 1 ranged).

I'd like one more for five, then we'll end recruitment and finish fleshing out characters.


Hi! Everyone loves some dwarcish ale fiesta! And Cloud Dwarves seem to juicy to spoil a chance of trying a thrown axe build :D

What are your thoughts on Spheres of Power/Might?


I'm down on the spheres stuff, it's just a bit too radical a departure to mesh well, and I don't feel comfortable enough to commit to it in a game.


“Looks like a pretty good party balance (1 melee, 1 arcane, 1 divine, 1 ranged).”

Agreed! The only thing we are missing now is someone to handle traps


DOT!

May I submit two characters? I have both an inquisitor idea and a bloodrager/fighter idea. How will maps be managed? ToM or Google slides, etc?

The Inquisitor would be a relentless hunter and skills monkey for the good of his people. The fighter/bloodrager would be an old salt looking for adventure but who also has a heart of gold. Which would you prepare?


Here is the oracle still under construction but partially done.


Vargas has trapfinding and divine casting? Nice.


My inquisitor build ends up being an excellent trapfinder if I go that route. The fighter/bloodrager is a master of reach and controls the front-line. The reach build's usefulness and fun to play depends a bit on whether or not maps are used for tactical combat. I'm happy to draw up either. The flavor of a heavily dwarven campaign appeals strongly to me.


I'm looking at options for maps; leaning towards the shared Google slides solution currently.

It's past noon on Saturday and I'm counting 6 total players responding, so I'm going to cap recruitment there.

I'm actually good with six PCs, so if you can all check in once more to confirm interest we will roll with that party.

I'm tracking:

Kragg (kineticist)
Thrugunn (Mynrughdaer)
Ungebrochen (arcanist)
Vargas (oracle)
Caster4life (Inquisitor or Bloodrager)
Jeruru (class choice pending)


Oxnard Kettlebeak wrote:

I'm looking at options for maps; leaning towards the shared Google slides solution currently.

It's past noon on Saturday and I'm counting 6 total players responding, so I'm going to cap recruitment there.

I'm actually good with six PCs, so if you can all check in once more to confirm interest we will roll with that party.

I'm tracking:

Kragg (kineticist)
Thrugunn (Mynrughdaer)
Ungebrochen (arcanist)
Vargas (oracle)
Caster4life (Inquisitor or Bloodrager)
Jeruru (class choice pending)

I'm completely split between my two options. Inquisitor would be ranged damage/skill monkey. Do you have any preference for what you'd like to see, GM? If so, I'll go with that. Or Jereru, if you have an idea of what you want to play I can avoid overlapping with that. It looks like both a front-line defender and a skill monkey could be useful at this point.


Checking in.


Either works really.

What domains does the Inquisitor need?

I'll get the gods and churches up tonight or tomorrow.


Durnim Hornblower / Magus Deep Marshal / Storm Dwarf

A scion of a minor house with blood connections to both Thunderbar and Dawnstone families. Assuming a low starting experience level, he's just young enough to have been left behind from the latest war. He would be learning the political game testing the loyalties of two families and the crown.

EDIT I missed the cap at recruitment sentence. Hope I can get under the line. It's always better to start with a lot due to player attrition.


I would be utterly delighted.
So yes, checking in!


For complete characters here is what I'm seeing:

* Kragg Oldstone (Earth Kineticist)
- Stone Dwarf
- Ranged DPS

* Ungebrochen (Arcanist)
- Hill Dwarf
- Arcane

* Vargas Blackstone (Shadow Oracle)
- Stone Dwarf
- Divine, Trapfinding

So far the highest Str in the party is 12 and nobody is using any weapons! We could really use someone on the front line.


What about traits?


I'm tracking:

Kragg (kineticist)
Ungebrochen (arcanist)
Vargas (oracle)

Checked in and complete.

Thrugunn (Mynrughdaer)
Caster4life (Inquisitor or Bloodrager)
Jeruru (class choice pending)

Pending check in and character choices.

Jubal- if one of the bottom three drops we will add you.

And yes, please choose 2 traits for your characters and remember we are using background skills alternate rules from unchained.


Checking in. Writing up Thurgrom now.

Question: What do Storm Dwarves look like? Are they similar to their giant counterparts? If so, do they have tanned complexions like Pathfinder storm giants or hues of purple and blue, like 3.5 storm giants?


Up til now my answer has been "Yes" on this.

They look like Storm dwarves with a big variety in hues, so you can pick whichever you'd prefer.


Awesome! The inquisitor would like to have the feather domain. I'll probably end up going that route. Even though the inquisitor is an archer, he brings an animal companion front-liner and summons to help out in the melee department.

Would love to know more about the deities/domains available!


Any chance of using feat tax rules?

http://michaeliantorno.com/feat-taxes-in-pathfinder/

As 3/4 BaB it’s not always a good idea for me to use power attack or Deadly Aim, but the option is nice to have. More importantly, it makes it much easier for martials to use combat maneuvers and to use different weapons. Again, two things that don’t apply to this character but which make the game better IMO.

What it would do for me is allow me to skip two mandatory feats (Weapon Finesse and Point Blank Shot) which would let Kragg fill in the front line if needed.


Caster here with the alias I'm getting together.

I also like the feat taxes rules but am happy to play either way. They're not that complicated or weird but I know that sometimes I don't like to add extra rule variants to keep track of when I'm GMing.


Gods are:

God AL Gender Favored Weapon Domains
Pacifa LG M Spear Prophecy, Good Law

Recifer LG M Crossbow "Time, Doorway
Gateways, Bor Machines, Choices

Nera NG F Flail Earth, Plants

Erin CG F Club/ Shillelagh Healing, Love, Mortal, Destiny

Jarrett CG M Longsword War, Righteousness

Ge’Shanai LN F Quarterstaff Magic, Law, Protection

Hapi LN M Scythe Death, Law

Therpious N M Trident Water, Travel, Balance

Attrianna CN F Long bow War, Chaos, Strength, Animals

Spiryth CN M Javelin Air, Chaos, Balance

Vieragon LE F Rapier and Maine Gauche Evil

Zailor LE M Warhammer Metalworking, Sun

Marxious NE M Whip/Scourge Fire

Drexiesh CE M Battle-axe War, Slaughter Community

Feyla CE F Dagger Stealth, Trickery Darkness

Sorry, the table isn't lining up very well here.

Attrianna would have feather as part of the animal domain, and I'd allow Spryth as part of the air/sky portfolio--

Spiryth is the main/patron religion of Gold Peak specifically, but all the good and neutral deities have temples/worshippers in the region.

I'll take a look at the feat taxes rules.


OK, I've read the reduced feat tax rules and I'm good with that, so we will use this option.


Great! Updating now


Awesome! Thanks on all counts. Atrianna seems perfect. I've never played an even remotely chaotic dwarf before! I wonder if perhaps I'll be TN...


I think Ungebrochen will be a Storm Dwarf. With 2 Traits, I should be fone.


Looking at your profile, you took extra traits. So you should have 2 more.

Maybe look into Student of Philosophy?

"You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat)."

Or switch it around for the feat Orator (requires skill focus linguistics)

"You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands."

With your Int20, it would make you quite persuasive. Even though those social skills still wouldn't be useful in combat (still -2 to feint and -2 to demoralize)


Looks like we don't have a trap-monkey. I can take trap-finder instead of reactionary (boring anyway) to cover that.


Vargas' oracle has trap finding.


Oxnard Kettlebeak wrote:
Vargas' oracle has trap finding.

Ah thanks!


Oric, we are now using feat tax rules. So point blank shot doesn't exist anymore, and you start with weapon finesse.

So...you could pick up weapon focus and then slashing/fencing grace with your chosen weapon. Or if you are alright with using a scimitar, dervish dance.

Either way, you can fairly quickly get dex to damage. Dervish Dance seems to be the easiest way to go.

This would let you mix it up in the front lines when needed without effectiveness.

Or if you are looking for straight shooting, this opens you up to rapid shot.


Yep! Haven't really updated since we got confirmation on feat taxes. Since I'm a monster tactican inquisitor with an animal companion, I'm not going to invest much in my melee abilities since I'm already spending a feat on the animal companion and might spend some on my summons. But good points! I'm considering rapid shot for my level 3 feat.


Normal wealth by level so 3000 gp? What are your thoughts on crafting feats? I, personally, love it in my games as a way for players to collaborate out of combat. Some GMs dislike it as it alters the wealth landscape. Some allow it for all crating for all party members. Some don't let it save any money. Some allow it but no pre-game crafting. Just curious what you're thinking, GM.


Crafting feats are ok, but remember that they do require days spent crafting to get the advantage and this game will be tracked on a calendar without necessarily the ability to devote those days in short order.

3,000 starting wealth is fine, and no crafting discount until after game starts.

It's 5 PM Eastern on Monday, more than 24 hours since I called for check in and only Jeruru didn't check in-- will give him til 5 AM/when I wake up tomorrow morning before giving Jebul a chance to join.

We'll look to start Wednesday, so finish out characters between now and then.

I'll also be working in lineages/family trees for noble characters.

Right now I'm tracking:

Kragg (Oldstone)
Vargas (Blackstone- will be an off shoot of Oldstone)

Thurgram (Thunderhammer- will be off shoot/connected to Stormhammer and Tunderbar clans)

Oric and Unbrochen- are your characters meant to connect to one of the noble houses or are they meant to be commoners?

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