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Getting Started - Character Creation and House Rules.

Posted by Lurker in the DarknessFor group 0
Lurker in the Darkness
GM, 1 post
Fri 14 Apr 2017
at 05:26
  • msg #1

Getting Started - Character Creation and House Rules

Making Drow Characters

Making drow characters for the “Throne of Night”
Adventure Path is similar to making characters for
any Pathfinder Roleplaying Game campaign with just
a few modifications.

Step 1 – Determine Ability Scores

Any method will do, but we present here an alternate
method appropriate to this adventure path called
‘Focus and Foible’. Besides that, the 25 point buy
method is also recommended.

Optional System: Focus and Foible

Choose a Focus, an ability score at which you excel.
You receive an 18 in that score.
Choose a Foible, an ability score that is your weakness.
You receive an 8 in that score.
The other four, roll 1d10+7 four times in order.
There are no rerolls or moving of ability scores. Those
are your other four scores.

Step 2 – Pick Your Race
You are playing a drow.

Optional System: Ability Score Traits

In order to make drow characters more versatile a
game master might allow players to spend one of their
two traits selecting an Ability Score Trait. These traits’
benefits replace the usual drow racial ability score
modifiers: +2 Charisma, +2 Dexterity, -2 Constitution.

Cruel Slaver
You are enslaver of the helpless and slayer of any who
oppose your clan and cause. However, as mighty as you
are, you are also reckless and overly quick to anger.
Benefit: +2 Constitution, +2 Strength, -2 Wisdom

Devotee of Dark Powers
You are a follower of a wicked or even demonic faith
and are destined to lead a cult to great and terrible glory.
Benefit: +2 Charisma +2 Wisdom, -2 Constitution

Master of Arcane Secrets
You would use your great intelligence and experience
to lead yourself and your clan to dominate all others.
Benefit: +2 Intelligence, +2 Wisdom, -2 Constitution

Silent Killer
You are a born assassin, ready to slay for family, your
cult or perhaps even for the sheer pleasure of the kill.
Benefit: +2 Dexterity, +2 Strength, -2 Charisma

Treacherous Infiltrator
There is no lie you cannot sell, no lock you cannot
pick and no enemy you will not strangle in their sleep.
But in a straight fight, you are out of your element.
Benefit: +2 Dexterity, +2 Charisma, -2 Strength

Step 3 – Pick Your Class
All classes are permitted save for Paladins but a few
classes require some special considerations.

Assassins are a solid choice for this campaign. Subtle
killing can potentially be useful again and again.
Yes, this is a prestige class not a core class. But it’s a
great prestige class to working towards from level one.

The Anti-paladin from the Advanced Player’s Guide
is well suited thematically for this campaign.

Clerics, Inquisitors and Oracles are permitted but if
the PCs are using the optional Patron system below, be
sure that these characters worship either that Patron
or a god who is philosophically compatible with that
Patron. It might be advisable simply to require any divine
PC to worship the Patron chosen by the party to
avoid unnecessary intra-party religious conflict.

Druids are an unusual choice but are permitted
nonetheless. Druid face some unique challenges in
an underground campaign. Normally common components
such as mistletoe or berries will be hard to
find. Animal companions who can operate in the dark
(such as dire bats or giant beetles) will have an edge
over more typical choices. Also the cave druid archetype
is a good choice to make this class more viable.

Gunslingers are not permitted in this adventure path.
There are no guns found in the treasure or adversaries
who use firearms.

Ninja and Samurai are not permitted in this campaign,
as written it makes no special allowances for them. Thus
there are no eastern weapons or armor in the treasure.

Rangers will find that Humanoid (elf) and Aberration
are solid choices for their favored enemy.

Sorcerers of any bloodline are permitted. Abyssal
and Deep Earth bloodlines are particularly good
choices.

Fighter in banned.

Step 4 – Pick Skills and Select Feats

This step is unchanged.
However, this campaign lends itself more than most
to a house rule that gives everyone two more skill
points per level. The PCs will often be on their own
in the underworld for much of the campaign and will
have difficulty relying on others for skills. This house
rule will make them more self-reliant.

Step 5 – Buy Equipment
Characters begin with normal starting equipment.

Step 6 – Finishing Details
As normal except that good alignments are not allowed
in an Overlord campaign.

Drow Campaign Traits

These traits are specific to “Throne of Night” and
any drow may take them if the optional trait system is
being used.

Dangerous Beauty
The drow are famed for their dark beauty and you are
a fine example of this. There is something alluring about
you that draws victims into your web.
Benefit: +1 trait bonus on Bluff and Diplomacy
checks made against anyone potentially attracted to
you.

Demonic Bargainer
You have a particular affinity for dealing with the
denizens of the abyss.
Benefit: You gain a +2 trait bonus on Diplomacy
and Intimidate checks when dealing with creatures of
the demon subtype.

Exile’s Stolen Treasure
Before you were driven out of Taaryssia you managed
to take one piece of magical or well-made gear with you.
Benefit: You have one item (be it a masterwork
weapon, armor or minor magic item) worth 900 gp.

Gifted Poisoner
You have worked with poisons all your life and have
become a virtuoso at their use.
Benefit: +1 trait bonus to poison saves and a +1 trait
bonus to any knowledge skill roll concerning poisons.

Hatred of Surface Dwellers
You have a particular hatred for those who hail from
above. Perhaps you believe them invaders or perhaps
you carry an ancient grudge. Whatever the cause, you
are eager to see them die.
Benefit: You inflict +1 damage against any surface
dweller you encounter.

Improved Darkvision
Even for the drow, your darkvision is impressive.
Benefit: You gain Darkvision 180 ft.

Memories of Taaryssia
Though you have been longed exiled (or perhaps even
exiled as a child), you still remember the great city of the
drow Taaryssia.
Benefit: +1 trait bonus to Knowledge (local) and
Knowledge (nobility) and one of those is always a class
skill for you.

Noble Courtesan
At some point you have been a courtesan. Perhaps
you did this out of desperation or perhaps you simply
enjoyed the lifestyle. Regardless, you know how to listen
and how to ask without asking.
Benefit: You gain a +1 trait bonus on Sense Motive
checks and Diplomacy checks to gather information,
and one of these skills (your choice) is always a class
skill for you.

Ruthless
You never hesitate to strike a killing blow.
Benefit: You gain a +1 trait bonus on attack rolls to
confirm critical hits.

Skilled Backstabber
Fair fights have never held any interest to you. You
much prefer to strike unseen from the shadows.
Benefit: You gain a +2 trait bonus on melee weapon
damage rolls made against foes that cannot see you.

Terrifying
There is something about your words and mannerisms
that strike fear into all who meet you.
Benefit: You gain a +1 trait bonus to Intimidate skill
checks and a +1 save DC to any spell with the fear descriptor.
This message was last edited by the GM at 05:41, Fri 14 Apr 2017.
Lurker in the Darkness
GM, 9 posts
Mon 17 Apr 2017
at 04:47
  • msg #2

Magic Item Creation

In Throne of Night, the following house rules exists for magic item creation:


Magic Item Creation feats cannot be taken.

If a class grants you a Magic Item Creation feat, approval must first be obtained from the DM to take that class.

The feat grants the player an additional 25% character wealth that can only be taken up by items that can be made with that creation feat, this apportionment can be parted out to other party members if the crafter permits, however the extra GP allowance to character wealth can ONLY be spent on items that can be created with the taken feat.

Magic Arms and Armor

+1 enhancement bonuses and enchantments require a caster level minimum of 3.
+2 enhancement bonuses and enchantments require a caster level minimum of 7.
+3 enhancement bonuses and enchantments require a caster level minimum of 11.
+4 enhancement bonuses and enchantments require a caster level minimum of 15.
+5 enhancement bonuses and enchantments require a caster level minimum of 19.

Therefore, a third level weapon creator could make a +1 Frost Longsword but would be unable to work further on that blade until he achieved a caster level of 7.  When he reached caster level 7, at that point the forge smith could further work on the blade and make it a +2 Frost Shock Longsword, whereupon he would be capped on the work he could perform on the blade, with regards to its enhancement (+2) and enchantment (frost[+1], shock[+1], for an enchantment bonus of [+2]) bonuses.  Other magic effects that can be added to weapons and armor that do not effect these bonuses are subject only to the crafter's monetary and temporal restrictions.
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