DM Erk's Giantslayer (Inactive)

Game Master evar0

stuff



Hello all our running Giantslayer campaign recently dropped a member down to an acceptable 4 however it has been decided amongst the group to bring the number back up to 5.
The party thus far consists of a Zen Archer, a sorcerer, a cleric, and a bloodrager. We currently would like to add for lack of a better term a skill monkey. There are many classes that can fill this roll. Our Zen Archer currently has trapfinding through a trait i let him take so a rouge is not the necessary class.

details:
Expectations: 1 post per day as i feel is generally expected.
Don't focus too much on min maxing, I'd prefer a strong backstory rather than a perfect robot.
I do not care about experience on PBP, but realize that this is a commitment. Going out of town/becoming unreachable for a bit tell me.
Language: Everyone involved so far is not overly

Onto the stuff you need to know.
Character creation:
Rather not deal with 3rd party for all sections
Races: If it’s not common you better have a good reason for it being in Belkzan( as is the case with our Gathlain friend, between a story hook in book 2 of the AP and a good backstory he made me okay with the strangeness of him).
Classes: All okay. Preferred Unchained if applicable/standardly agreed is better(i.e. summoner) Try and complement/fill out rolls not hit on so far.
Alignment : Its a good campaign so no evil.
Stats : 25 point buy. Nothing bumped over 18 by a racial bonus(hard cap). Avoid scores under 8, soft cap again I can be swayed by a good reason.
Gold: Average
We are using Background Skills.
Traits: 1 campaign, 1 other. Drawbacks for a third case by case. No rich parents/chosen one.

Link to CAMPAIGN


Dotting for interest. At work now but will see what I can come up with when I get off.


What is the level? Did the campaign start yet?


Looks like the campaign started, but they're still first level.


What sort of skills do you need? It looks like you might be short on knowledge skills in particular.

Liberty's Edge

I'll throw my name in for consideration. Looks like the group could use a rogue type, maybe? But happy to play any class needed.


1st level still, almost to 2nd. So make a 1st level character with idea of what you will do when leveling.

We have started if you know anything about the campaign the group is about to go to the Plaguehouse.

We are short on kn.skills, as you said Burnscar.


I noticed that the old character was a Mesmerist. I've been thinking about playing a Vexing Daredevil. I'll see what I can put together.


Hailiss Tarre
N Human Magus
Initiative +1, Perception -1
AC 15, FF 14, T 11, CMD 15, FFCMD 14
Hp 11 (1d8+3)
Fort +4, Ref +1, Will +1
Speed 30ft.
Melee
...Longsword +4, 1d4+4 (19-20)
...Dagger +4, 1d4+4 (19-20)
Ranged
...Dagger +1, 1d4+4 (19-20)
Magus Spells(Cl 1, Concentration +9)
0 - Detect Magic, Mage Hand, Read Magic
1 - Shield, Magic Missile
Str 18, Dex 12, Con 14, Int 18, Wis 8, Cha 10
Feats Combat Casting
TraitsStudent of Giantkind(Local), Secret Knowledge(Religion)
Skills Knowledge(Arcana) +8, Knowledge(Dungeoneering) +8, Knowledge(History) +5, Knowledge(Local) +8, Knowledge(Nobility) +5, Knowledge(Religion) +10, Knowledge(The Planes) +8, Spellcraft +8
Special Dual Talent(Str, Int), Arcane Pool 5/5, Spell Combat
Gear Spellbook, Chain Shirt, Longsword, Dagger
Currency 23gp

Hailiss has a fascination with knowledge, something that's quite rare in down-to-earth practical Truneau. He figures that if the town is to do more than merely survive, it needs to know its history, and other things besides. Knowledge is the foundation of civilization, after all, and it's something that the orcs plain haven't got.
He's gathering books and scrolls on all sorts of topics, in the hopes that he can eventually set up a small library in town - it's going to be called 'Nethys' Eye', he thinks. His parents are merchants, and manage well enough to support his endeavor. That said, it's expected that he'll eventually take over the business. He doesn't mind, not really, although he's worried that he might not be good at it - and that he wouldn't be able to fund more books.

Scholarly pursuits aside, he's still a native of Truneau. He hasn't been able to avoid martial training, not that he would if he could. He takes fierce pride in being able to defend his home.

Hailiss owes his magical training to Agrit Staginsdar. Magic is a kind of knowledge, after all, and he wouldn't quit badgering her until she agreed to teach him. He's shown a real talent for producing and shaping force magic.


I submit an Inquisitor of Irori. Thank you for your consideration.
Considering branching into Evangelist Prestige class if you're ok with it. If not I'd stay straight Inquisitor

Mechanical Info:
Cierra Victocora
LN Human Inguisitor (Irori)
Initiative: +4, Perception: +3, SM: +4 (-2 vs surprises)
AC:18 FF:14 Touch:14 (+3 Armor, +1 Shield, +4 Dex)
Fort: +3 Ref:+4 Will: +5
Speed: 30ft

Offense:
Melee
Unarmed Strike: -1 (1d3-1/x2)
....or Dagger: -1 (1d4-1/19-20x2

Ranged
Longbow: +4 (1d8/x3) (+1 hit and damage in 30ft)

Spells Known:
Level 0:
1) Detect Magic
2) Detect Poison
3) Light
4) Stabilize?

Level 1:
1) Comprehend Languages
2) Burst Bonds?
SQ: Lore Keeper (Knowledge Domain), Judgment (1/day), Monster Lore, Stern Gaze

BAB:0 CMB:-1 CMD:+13
Str:8 Dex:18 Con:12 Int:15 Wis:16 Cha:8

Feat(s): 1b) Skill Focus (UMD); 1) PBS
Traits: Pragmatic Activator; Wisdom of the Flesh (Climb); Artifact Hunter (UMD)
Drawback: Sentimental

Trained Skills Intimidate +4, K (Arcana) +9; K (Dungeoneering) +9,K (Nature) +9, K (Planes) +9, K (Religion) +9, Linguistics +3, Spellcraft +6, Stealth +8, UMD +9
Combat Gear: Dagger, Longbow, Buckler, Studded Leather, Arrows (40)


Concept:

Cierra grew up in an abbey dedicated to Irori. Her family history included a long line of martial masters, which her parents tried to pass on to her. She trained with them daily, alas her passion leaned toward more scholarly pursuits. She would hurry through her training just to get a few more hours in the grand library. She absorbed the information as quickly as she could and discussed her findings with the priests.

She'd been taught all things were possible through mastering the three disciplines, but couldn't quite grasp the concept. Sure, the clerics had helped her get in touch with her divine powers. They were weak though. How could one fly? She found as with most things, the answers she needed were in a book. It detailed marvelous things Giants had access to. Some could open up the heavens themselves! She became obsessed with the possibilities and began splitting her studies between these strange artifacts and the Master of Masters.

Cierra found her leaving the abbey, her home, to be bittersweet. They were sending her to the region she so longed to explore, however she was leaving her family behind.

Will finding the artifacts be worth it? Spreading the word of Irori? Will I ever see my family again? She pondered these thoughts as she headed to Truneau.


If you're going archer, you might want to improve your strength by 2. Negative str modifiers apply to bow damage, after all.


I have a half orc alchemist I've wanted for a RotRL campaign, but was unfortunately rejected. I'll update the stats so that he's more in tune to the 25 point buy, and reduce his traits to 1 plus the campaign trait. Shouldn't take too long. Also, is it okay for me to replace Orc Ferocity with Sacred Tattoo? If not, I'll keep Orc Ferocity.


Dotting. Here's my submission (still working on background and formatting). Decided to go with a Druid instead of a Rogue.

Sovereign Court

Working up an investigator (steel hound).


I'd like to submit Olaff for your consideration.

He is a ranger and thanks to his trait will be able to cover for a couple knowledge skills (dungeoneering, geography, local, and nature) as well as the common outdoor skills the rangers are famous for. Besides his skills, he will also make a good damage dealer but mostly a meat shield and battlefield control through shield feats in the future.

Oh! He'll also provide an invaluable resource: food! He is a pretty good cooker.

Jokes apart, Olaff is a former Blackraven from Hagreach (Land of the Linnorm Kings) that left his home looking for a dragon to slay so he can come back home as a king himself! To make his background I assumed the events from the Reign of Winter AP had already occurred... I hope it is not a problem.

Also GM, if you think his Str is too high (18) let me know and I'll change it.

EDIT: Olaff is CN but I'm planning to RP him life a true viking. I also recycled his alias so if you want to take a look about how I intend to RP him, please check his former posts. If you wish, I can change him to CG or TN.


Here is the half orc alchemist from KoolKobold. Again, if the Orc Ferocity racial trait can be replaced with Sacred Tattoo let me know.


I think I may work on a Phantom Thief Unchained Rogue. Taking full advantage of the archetype's ability to take Combat Trick and Minor/Major Magic as often as he wants to make a sort of odd sneaky gish.


Burnscar wrote:
If you're going archer, you might want to improve your strength by 2. Negative str modifiers apply to bow damage, after all.

Good catch. Thanks. Forgot about that.

Strenght 10 now.


Ok, finished. Thanks for considering me.


This is Ouachitonian, presenting Grod the Cunning, half-orc who used to be the resident know-it-all adviser and diplomat for a local orc tribe. But they're all dead now(or absorbed into the tribe that attacked them), he only just escaped and made his way to Trunau. If you want to know something, just ask and he'll be happy to tell you, if he knows. He probably does.

He'll be using a lot of Rogue talents for Combat Trick, to become a better TWFer. Also, Minor/Major magic. Got my eye on Mage Armor, at the very least. Grod's full fluff and crunch are in the alias's profile, if anyone was wondering.


I am putting forth this submission. Still writing up the background.


Just saw the no score lower than 8, and I adjusted the statistic for Xanios


Hey folks, I'm one of the players in this game. Looking forward to your applications! Going to start collecting these for easier reference - let me know if I missed your application.

Submitted Characters
Hailliss Tarre - Male Human Magus - Burnscar
Cierra Victocora - Female Human Inquisitor of Irori - RePete
Minah Waits for the Sun - Female Shoanti Lion Shaman Druid
Olaff Olaffson - Male Ulfen Ranger
Xanios - Male Half-Orc Alchemist - KoolKobold
Grod the Cunning - Male Half-Orc U. Rogue (Phantom Thief) - Ouachitonian
Iozif Mirga - Male Half-Orc Mesmerist (Vexing Daredevil) - Demon Lurking


You read my mind, Malthu! I was just about to do that, haha. I'm the sorcerer in the game, looking forward to playing with whoever we choose!

Dark Archive

Name: Elthaeron
Race: Elf
Class: Lore Warden
Stats: Str (15) Dex (18) Con (12) Int (14) Wis (11) Cha (10)
Initiative: +6
HP: 12

Armor Class
* AC: 18
* Touch: 14
* Flat Footed: 14

Saves
* Fort: +3
* Reflex: +4
* Will: +0

Racial Bonuses
* Keen Senses (+2 Perception)
* Low Light Vision (see twice as far as humans in low light)
* Envoy: (May use the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level.)
* Fey Thoughts (Perception and Diplomacy are class skills)
* Elemental Resistance (Fire Resistance 5)

Feats
* Breadth of Experience (+2 to all knowledge and profession checks, may make them untrained)
* Two Weapon Fighting (+1 attack, -2/-2)

Traits
* Tireless Logic: (Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.)
* Warrior of Old (+2 Initiative)

Trained Knowledge Skills 6 per level
* Knowledge Arcana (+8)
* Knowledge Dungeoneering (+8)
* Knowledge Nature (+8)
* Knowledge Religion (+8)
* Knowledge Local (+8)

Untrained Knowledge Skills

* Knowledge Engineering (+4)
* Knowledge Geography (+4)
* Knowledge History (+4)
* Knowledge Nobility (+4)
* Knowledge Planes (+4)
* Knowledge Geography (+4)

Other Skills
* Profession (all) +2
* Perception: +6

Equipment
* Chain Shirt (+4 AC, +4 max dex bonus, -2 armor check penalty)
* 2x Kukri (1d4 damage, 18-20 x2 crit)
* 3x daggers (1d4 damage, 19-20 x2 crit, 10ft throw)
* Fighter's Kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
10gc left over

Why lore warden? Because...

"At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target."

He gets all knowledge skills as class skills. By lvl 2 he'll be trained in all knowledge skills, and along with breadth of experience, will be pretty good at them.

Sure, as far as fighter's go he'll be pretty squishy (chain shirt and con12). From here, he'll go plenty of fighter feats. Given the kukri is 18-20 crit, he will be going down the critical focus feat tree. The hope is for the crits to outweigh the 1d4 damage.


I'll have a bard posted tonight. FYI.


I present Raok the Leaper Grippli Inquisitor (Sanctified Slayer) of Jalaijatali

May his multi-faceted capabilities appeal to the groups need for a do-it all type.

At 8 skill points a level and many skills to choose from, he will only get better as levels progress, he will be quite capable in combat, as well as able to heal and make a passable face.


Greycastle's Submission

CG Gnome Bard
He will have all the skill monkey/knowledge requirements needed. Plus added benefit of a backup healer and over all party buffer.

About Fennrick:

Fennrick is a second generation adventurer. His father was killed fighting a dragon when Fenn was fairly young. It did not hamper his goals of following in his fathers footsteps though. Fenn has always done whatever he can to help adventuring parties whenever he would encounter them. Often for a few coins or even better a good tale. He learned much from these stories and eventually became a professional torch bearer. Traveling with adventuring parties in the field. Watching their belongings, tending to their animals while they were away in a dungeon, occasionally staying in the back of the group performing his titled duties (torch bearing).

His sense of humor and quick wit have always endeared him to those parties. Fenn was excellent at keeping morale up at camp. He still has good relations with the groups he worked for. Most are now retired or have moved on from the area, but it was time for him to step up. No longer the torch bearer, Fennrick is determined to become a renowned hero.

About Me:

I'm fairly new to PbP, (began this summer). I've gotten into a few campaigns and enjoy it. I find that I am able to post often and check my accounts frequently. I've looked at your campaign thread and like seeing that multiple posts from people during the same day happens quite often. I think Fennrick here could fit into your party pretty well but I leave it up to you. Thanks for your consideration.


submissions seem to have slowed. As such I will close recruitment Sunday morning EST(~10) and let the chosen victim know by that afternoon. Thanks all for some interesting characters. I noticed a few things, make sure your traits are 1 GiantSlayer trait 1 other. If you went for a drawback justify it to me.

Sovereign Court

As previously mentioned, I've worked up a human investigator (steel hound), Gerold Bewachen.

Gerold's profile includes all of his stats and his background story and personality notes.

Backstory-wise, Gerold is a native of Trunau, so he would be familiar with many of the townspeople, and highly invested in protecting the town. As an investigator he would have a natural desire to get involved in solving problems and local emergencies. Gerold can also interact well with most Trunau locals as he speaks the languages of the various common kinds of residents (common, dwarven, orc).

Game mechanically, Gerold brings to the party:
* Trapfinding, like a rogue.
* Some alchemical abilities for buffs and heals, and the ability to make alchemical goodies for the party.
* Inspiration! Since inspiration is free on Linguistics, Knowledge, or Perception trained checks, this is basically a free +1d6 on almost all of those skills - in addition to already having them as trained class skills.
* Several useful Knowledge skills, plus as an investigator he will eventually get the ability to make untrained Knowledge checks of all types anyway.
* As a steel hound, he will be a gunfighter starting at 2nd level, meaning that he can be pretty reliable about putting out damage in close combat.

I'm a regular player and DM on the boards. I am playing in a different Giantslayer game, which has been erratically paced and is run on a very low-power base; there's no healer in that group and I'm the wizard, so my contributions are generally in the form of "I'm still unconscious from damage after getting charged by that monster in the first round of combat." That has made it hard to do much in the game. :)

Sovereign Court

Elthaeron wrote:
Sure, as far as fighter's go he'll be pretty squishy (chain shirt and con12). From here, he'll go plenty of fighter feats. Given the kukri is 18-20 crit, he will be going down the critical focus feat tree. The hope is for the crits to outweigh the 1d4 damage.

@Elthaeron: At level 5, take the feat advanced weapon training. Then take the Focused Weapon advanced training option as your choice from that feat. You will get to use the warpriest's sacred weapon damage with your kukri, so it will go up to a base of 1d8 (at level 5) and it will continue to improve as you gain levels!

(These are all in the Weapon Master's Handbook, so they are Paizo PF official.)

Dark Archive

DM ERK wrote:
submissions seem to have slowed. As such I will close recruitment Sunday morning EST(~10) and let the chosen victim know by that afternoon. Thanks all for some interesting characters. I noticed a few things, make sure your traits are 1 GiantSlayer trait 1 other. If you went for a drawback justify it to me.

Completely missed this. As I can't edit my submission above, I'll change Tireless Logic into "artifact hunter." This will give him spellcraft as a class skill, and a 51% chance of automatically identifying a magic item upon acquisition.

For flavor, I'd also change "fey thoughts" into giving him "use magic device" instead of "diplomacy." He's not going to be a party face anyway with Cha10, but it makes him more flavorful in being a lore seeker and artifact hunter.


DM ERK wrote:
submissions seem to have slowed. As such I will close recruitment Sunday morning EST(~10) and let the chosen victim know by that afternoon. Thanks all for some interesting characters. I noticed a few things, make sure your traits are 1 GiantSlayer trait 1 other. If you went for a drawback justify it to me.

Olaff has taken the Overprotective drawback so he'd gain access to the Shield Bearer trait. As you might see, I took them mostly for flavor and neither of them are truly necessary for him. Being a former Blackraven and used to fight on the famous Nordic shield walls, I thought it would be really flavorful for Olaff to really care for those around him (his brother in arms in his mind).

The drawback is quite meaningful IMO and fits nicely with his background, as well as the Shield Bearer trait.

For his campaign trait I was torn between Dragonfoe (to represent his desire to kill a dragon) and Roll With It (to represent his training against the trolls/giants from Irisen).

Let me know if you need anything else changed or justified!


Is making natives of Trunau still appropriate? It strikes me as a little wierd that he hadn't been around for the attack.

Or maybe he'll just have been fighting elsewhere. Yeah, and after that, making sure that his store of knowledge was secure.


@Burnscar Attack has not happened yet. They are just wrapping up the murder investigation and about to head to the Plaguehouse

Sovereign Court

@DM Erk: Any questions/comments regarding my investigator, Gerold?


Please be cautious with spoilers on this thread! Here is an updated list of applications.

Submitted Characters
Hailliss Tarre - Male Human Magus - Burnscar
Cierra Victocora - Female Human Inquisitor of Irori - RePete
Minah Waits for the Sun - Female Shoanti Lion Shaman Druid
Olaff Olaffson - Male Ulfen Ranger
Xanios - Male Half-Orc Alchemist - KoolKobold
Grod the Cunning - Male Half-Orc U. Rogue (Phantom Thief) - Ouachitonian
Iozif Mirga - Male Half-Orc Mesmerist (Vexing Daredevil) - Demon Lurking
Elthaeron - Male Elf Lore Warden Fighter
Raok the Leaper - Male Grippli Inquisitor (Sanctified Slayer) of Jalaijatali
Fenrick Sagebottom - Male Gnome Bard (Prankster) - Greycastle
Gerold Bewachen - Male Human Investigator (Steel Hound) - Jesse Heinig


Either way, you guys have plenty of choices to decide from for your fifth. Good luck to all.

Sovereign Court

Incidentally, since my character's background is as a Trunau native, if any of the other players want to have a pre-existing connection from time in Trunau, feel free to propose ideas!


Yes good luck all.

GM:

Heya I added Power Hungry drawback to my character and added a background for why that drawback is applicable to him, he had meticulous previously but looking at it for a character with so many skills it didn't do much.

Here is the added bit to personality

He has never really had power before, he generally has pure intentions, but he has never really been tempted by anything. He sees his purity makes him inherently more suitable to make the hard decisions or to "look after" power and not use it in a way that isn't for the greater good.


Aye good luck to all. Please remember that my character sheet is in this thread, not in the profile.


I have never played this AP and as such, I present Falrick Dawnstriker, Dawn of Dervish bard. Role in party: Knowledge monkey, front line fighter if needed (he can boost his AC into the low 20s if he fights defensively or if needed, offensively, can reach +7-10 hit a number of times per day), battlefield control, and secondary healer. Background to come tomorrow. Knowledge (history) and Perform are background skills.

Falrick:

Falrick Dawnstriker
Halfling bard (dawnflower dervish) 1 (Pathfinder Campaign Setting: Inner Sea Magic 34)
NG Small humanoid (halfling)
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +5 (1d4+4/18-20)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1), battle dance: inspire courage
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)— cure light wounds, grease (DC 13)
. . 0 (at will)—dancing lights, detect magic, prestidigitation, resistance
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 15
Base Atk +0; CMB -1; CMD 13
Feats Cautious Fighter, Dervish Dance
Traits dwarf-trained, Fate's Favored
Skills Acrobatics +7, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +8, Perform (dance) +6, Stealth +11; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ adaptable luck, battle dance
Other Gear studded leather, crossbow bolts (30), light crossbow, scimitar, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], trail rations (5), waterskin, 18 gp, 9 sp
--------------------
Special Abilities
--------------------
Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him.
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fate's Favored You gain an additional +1 when under the effects of a luck bonus.


DM ERK wrote:
@Burnscar Attack has not happened yet. They are just wrapping up the murder investigation and about to head to the Plaguehouse

Oh? I thought this adventure started with an orc attack. I haven't actually read it, or read much about it beyond that it's about giants and stuff. Never mind that post then.


Good luck to you all. I'll be working by the time the results are up, but I'll keep an eye out.


Falrick's backstory:

At birth, Falrick was said to have been blessed by the gods and the Fates. He did not feel blessed when at the age of 3, his little town was raided by orcs and wiped out, causing the loss of his entire family. He was saved by a grumpy (if there any other kind?) dwarf warrior from Lastwall named Grogan Earthstriker, one of the only other survivors of the raid. Thankfully, Grogan raised the young halfling as his child, teaching him in the ways of hunting orcs, fueling the halfling's thirst for vengeance.

Falrick did not feel blessed by the gods or Fates when at the age of 10, Grogan died at the hands of orcs while on an expedition and he lost another "parent". Falrick fled and collapsed from exhaustion and hunger. He should have died in the cold wilderness but he was rescued by some merchants, who found the young halfling and delivered the orphan to the local Temple of the Dawnflower in Vigil. There, the young halfling child found his calling in the goddess Sarenrae and learned to dance and fight with her favored weapon, the scimitar. Now 6 years later, Falrick has emerged from the Temple, with a new surname, honoring his dwarf parent and his goddess, and has ventured into orc territory on a mrchant caravan, visiting his cousin Cham, who runs the Ramblehouse in Trunau.

It is time the young halfling, afraid to form lasting relationships, sheds his fears and strives to take vengeance on the orc race. He owes them much pain..a dance of death in fact! It is time to learn if he is truly a favored son of Fate....

Good luck all! Again, will create alias and profile if chosen.


I now consider the re-recruitment closed. Thank you all for your work and submission.


Thank you all for the submissions again. I have chosen
Fennrick Sagebottom as our replacement character. Good luck in any other recruitment you guys are in. Some really cool submissions here.


Too bad, I liked the dawnflower dervish. Have fun guys!

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