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Now that I have finalized my character, I really hope you flesh out and submit this concept (and we’re both selected). It would make for some great RP opportunities between characters who are almost directly opposed.
Your character sounds like they have lost their faith in the law, but continues to believe in the good in most people and help people who have become caught up in the system.
My character has lost her faith in most people, but believes in the purity of the law as a just system managed by flawed people. She strives to ophold the law because that is the only way to ensure justice, regardless of personal feelings or social standing. No free pass for people of influence, but not for poor sods down on their luck either.
Chakos is now willing to "use" the law to his own "good" ends. He'd make a great "crooked" defense attorney I should think.
I didn't "fall" the "usual" way I fell from LG, to CG.
Profession (barrister), I'm going to help people with my tongue and knowledge of the law.
And I can kill stuff!
Now that I have finalized my character, I really hope you flesh out and submit this concept (and we’re both selected). It would make for some great RP opportunities between characters who are almost directly opposed.
Your character sounds like they have lost their faith in the law, but continues to believe in the good in most people and help people who have become caught up in the system.
My character has lost her faith in most people, but believes in the purity of the law as a just system managed by flawed people. She strives to ophold the law because that is the only way to ensure justice, regardless of personal feelings or social standing. No free pass for people of influence, but not for poor sods down on their luck either.
It would be pretty interesting to see how they would work towards a common goal.
Also expect to post about 5 to 10 times in our dedicated hour.
Oh, shoot, I had missed this upon first read. I simply can't commit to that. I play PBP exactly because of its asynchronous nature, and my not being able to set aside specific hours for gaming.
Oni-spawn tiefling • LN • Inquisitor (Infiltrator) of Asmodeus "Paladin of Asmodeus"
“A kingdom is only as strong as the oaths that bind it.”
Kolaiah was born in the stony highlands of northern Brevoy, a horned child whose oni-tainted blood marked him as an outsider among hard folk. The priests of Asmodeus were the first to look upon him without fear. They taught him that law is the only shield the weak possess, that oaths define the worth of men, and that pain is the instrument by which truth and justice are carved from chaos. He grew into a barrister and interrogator of rare talent — a man who could read a lie by how it clung to the tongue, and who believed the law was a contract between mortals and the order of the cosmos itself.
Serving in New Stetven, Kolaiah became a quiet critic of House Surtova’s claim to the Dragonscale Throne. The disappearance of the Rogarvian line was a legal impossibility, a breach in the natural order of sovereignty itself — and he dared to say so. His written challenges of Surtova’s “usurpation by proxy” were circulated more widely than he intended. One night, a Surtova magistrate offered him a simple choice: recant and serve in silence, or leave Brevoy forever. Kolaiah chose exile over dishonor.
He has come to the Stolen Lands not to escape his past, but to build a future unmarred by Brevoy’s corruption. The Swordlords need charter-holders who understand the power of law; Kolaiah intends to be the hammer that shapes the fledgling kingdom’s justice. If wild magic, fey intrigue, or the forgotten heirs of dragons stand in the way, so be it. A kingdom born of iron must be tested in fire — and Kolaiah means to ensure its laws endure long after lesser men are ash.
So...I originally was going to play a dwarf druid. Found out that dwarves can't be druids. Looked up the rules for the setting. They can't be rangers either. Sigh. Unless you rule that dwarves can be rangers?
Otherwise...I suppose I'll make an elven ranger instead. Or maybe a human druid. I'll figure something out.
There are no churches of Erik in the South Coast, so no Druid regents.
I’ve learned that it isn’t helpful to pressure a GM to start before he is ready. That and to take pleasure in character building even if it doesn’t lead to a game.
If the GM is ready he will say so, and I’ll enjoy it. If he isn’t? Then he isn’t.
Except, ummm, that the GM connected the Discussion and Gameplay threads and made a Gameplay post.
Well, we're all level 1, and we all want better armor. Luckily, you dwarves are one size, and I'm a different size, so any small armor we find can be all mine!
@Grumbaki - your math is off in your “test run combat”. Descending AC means the orcs chain mail (AC 5) and shield (“+1 AC”) actually means AC 4, not AC 6.
I didn’t look closer to see if that would have affected the “outcome”.
When using the dice rollers here for combat, I recommend using a formula like:
THAC0-(bonuses)+(penalties)-d20=AC you hit (and above)
So, a THAC0 of 15, using a +2 sword, with a +1 strength bonus, and a -1 from an enemy prayer would work like:
Are we using the "bonus proficiencies" rules for WP/NWP per this line in the PHB?
PHB wrote:
If the DM allows characters to have proficiencies, this column also indicates the number of extra proficiency slots the character gains due to his Intelligence. These extra proficiency slots can be used however the player desires. The character never needs to spend any proficiency slots to speak his native language.
What NWPs have people taken? Is armor or weapon smith something the group needs me to take?
Did you get all of the PCs you needed? If not, what’s missing. Looks like you have Fighter, Cleric, Thief, Wizards, right? Those races can’t be Bards, right? Three dwarves and a Gnome Illusionist? There’s no Halfling?
After reading everything and giving it some honest thought, I just want to say this: this game has been Morgrym’s home for a long time—long before I stepped into it—and I respect that. Truly. I came in swinging (probably too literally), and while I’ve had a lot of fun writing Dranok and fleshing out his voice, the last thing I want to do is disrupt a game that’s already stood strong for years.
This isn’t a retreat or a grudge; it’s just me choosing what I think is the right path. Starting so late in the campaign, Dranok was always meant to be a short arc—a war-seasoned blade brought to bear for a time. And now, like old soldiers do, he’ll simply fade into the horizon. No dramatics, no hard feelings.
Thanks for letting me share the field with you, even briefly. You’re a great crew, and I hope the campaign continues to be everything it should be. I’ll be cheering you on from the sidelines.
Perhaps Thurin and Dranok are an unlikely pair of grizzled battle buddies looking for a new challenge together? They’ve saved one another dozens of times, have inside jokes, etc.
Never heard of any Ivory Labyrinth, but assaults seem right up my alley!
@GM: Being CG, what are the odds that for my Weapon Bond class ability, I could swap in Anarchic to replace Axiomatic? Not that it will prove overly useful, since Demons are CE, so Anarchic won't help against them but you never know what tool will be the right one for a job!
Hmmm, probably I should arm myself with at least some ranged weapon. I can add in a +1 bow, just in case there are flying things that need to be made dead.
Soooo, with Smite, and Weapon Bond all up and running, I'm not convinced that at 16th level I can't one-shot a Balrog, errr, Balor! Look at me, I'm Gandalf!
I have a ton of questions, because I don't know where the group is, or what the goal is.
With that said, Just throw me into the mix, and give me a task. I'm NOT LG, I'm CG, so I'll do it for my own reasons, and not because some knightly order has directed me to do it.
Dranok Ironsong
Male half-orc paladin (tempered champion) 15/Guardian 7 (Weapon Master's Handbook 7)
CGNone Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +0
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
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Defense
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AC 34, touch 14, flat-footed 33 (+17 armor, +3 deflection, +1 Dex, +3 natural)
hp 294 (15d10+200)
Fort +21, Ref +11, Will +14
Defensive Abilities hard to kill, mythic saving throws, orc ferocity; DR 10/epic; Immune charm, disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron dagger +22/+17/+12 (1d4+23/19-20) or
. . radiance +24/+19/+14 (1d8+25/19-20) or
. . radiance +31/+22/+17 (2d6+42/17-20)
Special Attacks channel positive energy 7/day (DC 22, 8d6), force of will, guardian's call (absorb blow), mythic power (17/day, surge +1d10), smite evil 5/day (+5 attack and AC, +15 damage)
Paladin Spell-Like Abilities (CL 15th; concentration +20)
. . At will—detect evil
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Statistics
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Str 30, Dex 12, Con 24, Int 14, Wis 10, Cha 20
Base Atk +15; CMB +21; CMD 39
Feats Divine Fighting Technique (gorum's Swordsmanship), Furious Focus[APG], Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Vital Strike, Power Attack[M], Prodigy[UM], Vital Strike[M], Weapon Focus (greatsword)[M], Weapon Specialization (greatsword)[M]
Traits exposed to awfulness, obnoxious
Skills Acrobatics -4 (-8 to jump), Handle Animal +9, Intimidate +7, Knowledge (nobility) +20, Knowledge (religion) +20, Perform (oratory) +23, Profession (soldier) +22, Ride +4; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Gnoll, Orc
SQ amazing initiative, armored might[MA], beyond morality[MA], burst through[MA], divine bond, divine bond (weapon +4, 3/day), divine weapon specialization, impervious body[MA], impervious body[MA], lay on hands 14/day (9d6), mercies (blinded, diseased, exhausted, fatigued, poisoned), orc blood, recuperation
Combat Gear unfettered shirt[UE]; Other Gear +1 mithral chain shirt, +5 full plate, +1 cold iron dagger, radiance, radiance, amulet of natural armor +3, belt of physical might +6 (Str, Con), bracers of the merciful knight[UE], headband of alluring charisma +6, muleback cords[APG], ring of protection +3, uplifting boots, 7,346 gp
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Special Abilities
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Absorb Blow (35 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Burst Through (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Weapon +4, 15 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Fighting Technique (Gorum's Swordsmanship) You may apply Vital Strike to greatsword at end of a charge, or 1 additional damage if you lack Vital Strike.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (9d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Paladin Channel Positive Energy 8d6 (7/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Prodigy (Perform [oratory], Profession [soldier]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Smite Evil (5/day) (Su) +5 to hit, +15 to damage, +5 deflection bonus to AC when used.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Weapon Focus [Mythic, Greatsword] 1 MP: As a swift action, add half tier to attack with selected weapon.
Weapon Specialization [Mythic, Greatsword] Increase bonus to damage rolls based on mythic tier
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Background:
Dranok Ironsong – Background
Dranok was born among the bloodied peaks of the Hold of Belkzen, where mercy is weakness and survival is religion. His mother was a slave from Lastwall—educated, quiet, and broken. His father was a raider-chieftain who named his sons after weapons and storms. Dranok was neither. He was born smaller, quieter. The shamans called him "the runt who listens too much."
But he listened to everything: to the grunts and growls of orcish speech, to the sermons of foreign gods muttered in chains, to the clash of steel, and to the wind howling through jagged stones like a chorus of lost souls.
He did not grow up strong. He grew up precise.
He watched. He learned. And when the day came that his father mocked him publicly, Dranok stood tall and quoted Gorum’s scripture back at him—"It is not the loudest who leads, but the last one standing." Then he split the chieftain's shield in two with a perfect blow.
He was fifteen.
---
The Warpath
Dranok did not inherit the warband. He abandoned it. Their petty squabbles and brutal power plays disgusted him. He wandered north, where the skies darkened and the land groaned—the Worldwound.
There, amidst the shattered rocks and cursed winds, he found war with purpose.
At first, the Crusaders doubted him. They would not share fire or food. But when a host of dretches poured from a fissure and panic took the camp, it was Dranok who roared commands, rallied defenders, and sang an old orcish war-chant that turned fear into fury.
By campaign’s end, they were calling him Ironsong—for his voice, his blade, and the iron truth in his words.
---
The Paladin Who Kneels to None
Dranok’s path to Gorum was not paved with sermons, but with steel. He does not kneel in temples. He does not proselytize in peace. He fights with honor, dies with fire in his blood, and blesses those who die well.
He is a Paladin, but not of law or blind obedience. His code is his own:
Fight with purpose.
Lead with courage.
Speak only truth.
Give mercy to the fallen—but only after the fight is won.
---
Now
Dranok is in his forties—gray creeping into his temples, old scars lacing his arms. He walks with a slight limp from an old demonic bite that never fully healed. But his voice? It still carries like thunder. His greatsword, an heirloom reforged in crusader forges, still sings its iron song.
He has no illusions of glory. He knows war is horror. But the Worldwound stirs again. And he will not sit idle while others bleed.
For Gorum. For the world. For those too soft to lift a blade.
He is Dranok Ironsong. And he has come to kill demons and speak truths that burn.