Kingmaker: The Stolen Lands [Gestalt]

Game Master Æroden

Progress of Exploration, Map.

NPCs...

Loot

Kingdom Stats

Here is the battle map.


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LG Elf Magus 1 | HP 14| AC 18| F +5 R +5 W +5 | Perc +3 | speed 40 ft. | focus 1/1 | Active Conditions: Light, Longstrider, Magic Weapon

That sounds like my char is gone then. Ha! An elf occult. I am by no means opposed. But I am curious about what makes them op?


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9
Alexand wrote:
That sounds like my char is gone then. Ha! An elf occult. I am by no means opposed. But I am curious about what makes them op?

The Occult stuff gets thrown out due to the fact they all their spells that get FREE Still and Silent metamagic effects, and a number of other factors that give them an edge.

And my experience with 3.5 psionics doesn't help getting it unbanned, it just buries it some more.

Elves might not be gone, I'll just change the age rate to Half-elf.

Oh and I have a custom cursed item that can make your character's change in class work in game...


HP (22) AC (18/16/18, +4 Mage Armor) Saves (5/5/7, +2 vs sleep, paralysis, stunning) Initiative (+2) CMD (18) Lvl 1 (6/6) HF (7/7)

I’d avoid changing Elven lifespan. It’s intrinsic to their character. Unless this is dragon age I’d avoid that.

Likewise, if making an heir is what is an issue for elves it may be an issue for this character as well. Based on how he was evolving, he was basically moving away towards all earthly attachments.

If you are taking over though I’ll work within your vision, of course. Just proving some initial feedback


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

I appreciate the feedback.

Your right .... the Elven lifespan is intrinsic to their race.... overlooked that point..

And did I say the heir had to be a biological heir....I did not.
there are also many types of heirs...


HP (22) AC (18/16/18, +4 Mage Armor) Saves (5/5/7, +2 vs sleep, paralysis, stunning) Initiative (+2) CMD (18) Lvl 1 (6/6) HF (7/7)

Good point on heirs. I happily concede that point


LG Elf Magus 1 | HP 14| AC 18| F +5 R +5 W +5 | Perc +3 | speed 40 ft. | focus 1/1 | Active Conditions: Light, Longstrider, Magic Weapon

I'm very interested in this class change curse.

That being said, and still respecting GM preference, I will, this one time, present some simple changes that could maintain my current character...

Spoiler:

To begin with your opposition about the free silent and still metamagic is very reasonable

**Solution being switching the logic and emotion back to their core somatic and verbal. This switch would really affect nothing with the way that occult spells work except getting rid of the huge weakness that is fear effects.
(Also I have been going for a feat tree that would lead me to take both Conceal Spell and Subtle Enchantments)

Just straight up there needs to be no dream world shenanigans. I really don't want that. Too complicated for little reason.

That being said, I still understand your aversion to the occult classes due to the bad taste of Psionics.


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

Sorry Alexand, but I'm not ever allowing the occult content.

But I am opening up new classes to replace the lost classes;
Monster Classes I'll give a more detailed list when I have a moment, but definitely not dragons, elementals constructs or undead.
I also have the free beta version that has more options.
And also opening up a few race templates.

Race templates opened:

Fey-Touched (3.5)
Giant
Draconic (3.5)
Half-Minotaur (3.5)
Half-Satyr (3.5)
Half-Nymph (3.5)
Half-Dragon (3.5)
Half-Fiend
Half-Celestial


HP (22) AC (18/16/18, +4 Mage Armor) Saves (5/5/7, +2 vs sleep, paralysis, stunning) Initiative (+2) CMD (18) Lvl 1 (6/6) HF (7/7)

Sample build on the giant...

5d6 ⇒ (6, 4, 1, 4, 2) = 17 14
5d6 ⇒ (4, 4, 4, 5, 4) = 21 13
5d6 ⇒ (4, 2, 4, 3, 3) = 16 11
5d6 ⇒ (1, 4, 4, 6, 2) = 17 14
5d6 ⇒ (3, 5, 2, 1, 5) = 16 13
5d6 ⇒ (6, 6, 6, 4, 2) = 24 18
5d6 ⇒ (3, 4, 1, 2, 5) = 15 12

Character Concept

A 'civilized' Hill Giant who signs on to defend a newly formed kingdom. As Gestalt runs out at lvl10, starting at lvl11 he becomes a Furious Guardian, so that he can become the 'king's guard.' A huge status symbol of the new kingdom. Has the goal of eventually recruiting other hill giants into the kingdom's armed forces, making for a very elite (though also very small) fighting force.

Preliminary Build

Level 1 Stats: Str (20) Dex (14) Con (16) Int (11) Wis (13) Cha (10)
Level 4 Stats: Str (26+4) Dex (14) Con (18+4) Int (10) Wis (13) Cha (10) HP (53 -> 61 with rage) Movement (50ft) Saves (+9/+3/+2) AC (17 -> 15 with rage) DR (2)
Includes lvl4 stat increase going to Int

Traits
* Tusked (Bite secondary natural attack, 1d4 damage)
* Northern Ancestry (Cold Resistance 2, +1 fort)
* Tough Minded (+1 will saves vs mind effecting affects)

Combat with rage and power attack (Yes...6 natural attacks. 5 primary, 1 secondary)
To Hit Claws and Gore: +13/+13/+13
Damage: 2d6+15

To Hit Slam: +13/+13
Damage: 1d6+15

To Hit: Tusked: +8
Damage: 1d6+15

Hill Giant Invulnerable Rager Barbarian Level 4

Hill Giant
Lvl 1: Slam (2x attacks, 1d4 base. Increases to 1d6 due to size at lvl4, and increases again to 1d8 at lvl 10)
Lvl 2: Rock Throwing (60ft throw, +1 hit with rocks, doing slam damage at 1.5 strength damage)
Lvl 3: Natural Armor (+2, increases by +2 every 2 levels thereafter, to a maximum of +9 at lvl9)
Lvl 4: Large (no stat change), agile runner (+10ft movement)

Barbarian
Lvl 1: Rage (+4 Str, +4 Con, -2 AC, +2 Will, 14 rounds per day), fast movement (10ft)
Lvl 2: Invulnerability (DR = 1/2 level), Lesser Beast Totem (2x claw attacks, 1d6 base)
Lvl 3: Endure Elements Cold Weather
Lvl 4: +1 Int, Lesser Fiend Totem (1x gore attack, 1d8 base)

Equipment
* Amulet of Mighty Blows +1 (4k)
* Chain Shirt +1 (1k...along with starting gold)

Feats
Lvl 1: Power Attack
Lvl 3: Improved Natural Attack (claws. 1d8->2d6)

Skills
* Intimidate: 4 skill points (+7...large bonuses)
* Perception: 4 skill points (+8)
* Survival: 4 skill points (+8)
* Knowledge Nature: 4 skill points (+7)

Lvl Plan
lvls 1-10: Invulnerable Rager Barbarian/Giant
(Giant class runs out at lvl10)
Lvls 11-20: Furious Guardian Prestige Class (Become a bodyguard for someone else in the party)

Sadly, Gestalt runs out at lvl10. But thematically, becoming a famous giant bodyguard for a king is pretty damn cool.

Feat Plan
Probably burn everything on feat taxes, to get weapon focus, improved unarmed strike, and feral combat training. That way he can get dragon style and dragon ferocity (2x strength bonus on 1st hit, 1.5 strength bonus on subsequent hits). It'd take up all of his feats, but it would make those 5x natural attacks even more deadly.

Rage Power Plan
Lvl 6: Superstition (overcome bad saves)
Lvl 8: Witch Hunter (extra damage to spellcasters)
Lvl 10: Fiend Totem (enemies take 1d6 damage for hitting the giant in close combat)

Furious Guardian
Lvl 11: Immediate action to rage
Lvl 13: Eater of Magic (re-roll failed save)
Lvl 15: Disruptive
Lvl 17: Greater Rage
Lvl 19: +level to diplomacy rolls

Party Role
Ends up with a boat load of HP, along with 6 natural attacks and DR/5. So he walks out in front and swings his fists, stomps his feat, bites and gores his way through the enemy.

At lvl4 he has Str 26. This goes up to Str 32 at lvl10. Stat increases push it up to Str 34 at lvl12. With rage it increases to 38, and then 40 with greater rage.

Spending every single feat he has on feat taxes can give him dragon ferocity. So With Str40, he's doing +30 damage on his first hit, and +22 damage on subsequent hits. Throw in power attack and amulet of mighty blows to further increase the damage. Eventually throw in belts of strength to further increase the numbers.

For base damage...improved natural attack makes claws 2d6 base. His gore due to being large will also be 2d6. His stomps with improved natural attack will be 2d8. His bite will remain at just 1d6.

He'll be easy to hit, of course. But that's alot of damage to throw at the enemy. And he makes such an obvious target, that his smaller brethern can remain safe beside him.

Now that this is allowed, I'm very tempted to make the switch...


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

I'd be making stats simple, you re-use your old rolls or we switch to 25-PB
And I'd be using Gestalt Locked pairs, meaning once a class is Gestalted with another it can't be re-used in a new pairing.
This also will apply to PrCs and new pairs.

Using the above, your Furious Guardian Prestige Class could be paired with another PrC.


HP (22) AC (18/16/18, +4 Mage Armor) Saves (5/5/7, +2 vs sleep, paralysis, stunning) Initiative (+2) CMD (18) Lvl 1 (6/6) HF (7/7)

For stats just tell me what your ruling is.

And I like the ruling above on gestalt classes, as it means that using the Racial Class doesn’t completely screw the character past level 10.

The more I think about it, the more I think that I’ll go with the giant. Plenty of PBPs would let me play an aasimar. But an actual giant? Can’t pass up that opportunity.

Not sure on second PrC, the only one that works well with it is Sanctied Prophet, as has its own spells and doesn’t give an extra existing spell level.

Do I need to meet all PrC requirements? Two PrCs will really influence build path.


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

Gestalt is a big power boost, so I'll have folks switch to 20-PB.
Sucks some, but then everyones equal in stat power and no one can or have cheated the dice for stats.

And taking two PrCs at the same time can be hard...


HP (22) AC (18/16/18, +4 Mage Armor) Saves (5/5/7, +2 vs sleep, paralysis, stunning) Initiative (+2) CMD (18) Lvl 1 (6/6) HF (7/7)

Works for me. I’ll get the giant rolled up.


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9
Gaelden the Lost wrote:

....

Do I need to meet all PrC requirements? Two PrCs will really influence build path.

yes, you still need to meet both.


HP (22) AC (18/16/18, +4 Mage Armor) Saves (5/5/7, +2 vs sleep, paralysis, stunning) Initiative (+2) CMD (18) Lvl 1 (6/6) HF (7/7)

Lvls 1-10
Hill Giant (http://www.d20pfsrd.com/classes/monster-classes/hill-giant-monster-class/)
Primalist Urban Bloodrager (Draconic Bloodline)

Lvls 11-20
Dragon Disciple (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/dragon-disc iple/)
Furious Guardian (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/furious-g uardian/)

It’s going to be tough. As a hill giant he gets +2 Str +2 Con -2 Int and -2 Cha
Due to levels he gets a further -2 Int and -2 Cha
He will need to end with Cha14...

So...lvl 1....

Str (17) Dex (14) Con (16) Int (8) Wis (8) Cha (12)

Lvl 10...

Str (30->34) Dex (12) Con (22) Int (6) Wis (8) Cha (11) NA (+9)

Enough to cast lvl1 spells. All that is needed for Dragon Disciple. If he can get a headband of +2 cha he can cast all of his spells. If not...it’s the downside of being a giant.

Then as a Dragon Disciple he gets increased Str and Con. And eventually even gets +2 Int, which will be a godsend.

So final stats at 20 without equipment....

Str (34->40) Dex (12) Con (24) Int (8) Wis (8) Cha (14) NA (+12)

Yup. This will work. Takes 5/6 Stat upgrades going into Cha.


LG Elf Magus 1 | HP 14| AC 18| F +5 R +5 W +5 | Perc +3 | speed 40 ft. | focus 1/1 | Active Conditions: Light, Longstrider, Magic Weapon

So a new character then I'll begin doing some research.


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

Oh I forgot one rule I have with PB, no stat below 10 pre-racial.

And the Hill giant does not gain the -2 INT or -2 CHA from the class levels as it does not make sense.


HP (22) AC (18/16/18, +4 Mage Armor) Saves (5/5/7, +2 vs sleep, paralysis, stunning) Initiative (+2) CMD (18) Lvl 1 (6/6) HF (7/7)

Alright works for me


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Oooo Hi all


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

Hey, Lady Ionnia Orlovsky
Hope your up for character updating....


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Heirs would be cool, I would love to try a Bard/Cleric or a Swashbuckler/Unchained Rogue for this if we are doing gesalt.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

No problem, I have no problem for updating or starting a new character


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

Gestalt is still around, though now monster classes are open (see above) and templates are open for use.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Ooo Might make Ionnia a Half something now

Half-Nymph or Half-Celestial..hmmmm anythoughts


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Gaelden here. Rough draft up.

Where are the rules for half-Celestial and half-nymph? The only things I can find online say things like Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4 with 8 skill points per level, DR/5 magic, spell resistance HD+10, Celestial resistance 10, immunity to disease, and a crap ton of SLAs.

http://www.d20srd.org/srd/monsters/halfCelestial

If those are the rules, it makes for a world class paladin (Str18 Dex16 Con18 Int14 Wis14 Cha18) With 10 skill points per level it’s a beatstick, a great caster (SLAs) a great tank (melee and magic Resistance) and has great Saves.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Half-Nymph

Is this the one we are gonna use because I am okay with this as my Cleric/Bard

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

If that is the Case I am going Full Bard/Cleric with Upping my armor (so I get medium armor and cast Bard Spells) aside from that it would be to expand her Goddesses reach and influence. Even learning to fight with her Glaive(hoping Short haft can be made available)


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Makes for the start of a good team. A giant meat shield up front to soak up attention, with a bard/cleric behind hopefully being ignored by the enemy. But as I look up templates I am very tempted to go from giant template (feels redundant) to half-Dragon, as it’d go well thematically with the Bloodrager and dragon disciple.

I look forward to seeing what Alexand comes up with.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

I am gonna do a straight Cleric but not sure about Bard archtypes?


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Good question. Really depends on what kind of feel you are going for, and what deity you will be worshiping.

What kind of feel/role do you want your character filling?

Pure casting with bardic support?
Ranged fighting with cleric spells?
Trapfinding?

Bards can do alot...

Also, for record. Making the changes for the half-dragon template. It just fits perfectly with the bloodrager/dragon disciple feel. :)

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Gonna look and see archtypes for what I want outta my character. Figuring a Buffer/Debuffer

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Might Try Crusader Cleric/Paladin...hmmm options


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9
Critzible wrote:

Half-Nymph

Is this the one we are gonna use because I am okay with this as my Cleric/Bard

Yes and No.

You can use that one or My version, but my version does have a higher Level Adjustment.

------

You can take either a monster class or a template, not Both.
Also Half-Dragons can not take Dragon Disciple

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

I like the one above, I don't want to be super overpowered. Plus I like the Awesome Beauty ability


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Background:

"Half-dragons are only rarely the result of dragons mating with other creatures—most are the result of strange magical experiments. In most cases, a successful creation breeds true with others of its kind, as with the dreaded dracolisk."

Hrungnir stood along with the gathered militiamen, staring down the nomadic hill giants which had wandered into their lands. Like the rest of them, he stood roughly ten feet tall. But that was where the similarity ended. Where they were rudy skinned, carrying large clubs and wearing tribal furs, his skin and hair were silver. There were no weapons within his hands, for each finger ended in a claw, as long as and as sharp as a short-sword. He barred his teeth and the tribe. Unlike their human-like teeth, all of his were as sharp as the fiercest of predators. He glared at them, even though his pupils were so light that they could barely be seen. And of course, there was the fact that a pair of silver wings protruded from his back. It was obvious that his appearance had caused the nomadic giants pause. They were cowardly creatures, prone to raiding the lands of the weak and fleeing when faced with actual danger. They saw him as being both one of their own, one of the detested 'civilized' hill giants. And at the same he was something completely unnatural.

Years ago, Hrungir had been born outside of the Lair of the Silver Dragon Tevorrurth. An ancient wyrm, it slept more and more frequently. To keep both it, and its eggs safe, it had captured a nearby tribe of Hill Giants, and the dragon had changed them. Seeing them as simple creatures, the wyrm had made them into guardians worthy of serving it. Hrungir had been but a youth when death came upon the sky. An ancient Red, pursuing some long-ago feud, had brought fire and death with it. The half-dragon hill giant guards had attempted to bring it down with hurled rocks, but what use is such a crude weapon against a beast of fire and fury? The tribe of guardians fought and died protecting the source of their veneration. But a child, Hrungir ran, fleeing into the wilderness, as he saw his kinsfolk fall. For the rest of his life he would bear the scars of dragonfire upon him, as well as the memory of a pain which had never been surpassed. What became of the Red, or the ancient Silver that he had been born to serve, would forever remain a mystery to him.

At first, he had sought out the company of his own kind. But, as he soon found out, he was far too removed from his Hill Giant brethren to ever achieve acceptance there. Warped in both body and mind, there was no life for them there.

So he had found solace among the civilized races of mankind. Traveling from village to village, he offered his protection and service in exchange for food and a place to sleep. As often as not he was driven away by fearful villagers, or even worse, adventurers. From this wandering lifestyle, he bore the marks of conflict. His lower legs were covered in scars, from the spears and swords of the small folk. On his chest he wore a breastplate, forged for him by a would-be conqueror of the Stolen Lands. His kingdom lay a forgotten ruin, for when his coin had run out, so too had his fortunes. He wore a stained, dirty, and torn suit of clothes, patched together dozens of times over. And on his neck was a chain, which held an amulet made for someone half his size, a gift for defending a village from marauders. These were the fruits of his labors, and it was all that he had to his name.

----

"Hill giants are the most nomadic of all the humanoid giant species, preferring to travel from one settlement to the next in order to raid and pillage. While they prefer temperate climates, they’ll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don’t automatically know they’ll win. Hill giants are known for shoving one another at terrifying foes and won’t hesitate to sacrifice a clan-mate to save their own skins. Roving bands of hill giants are common in temperate hills, and their constant aggression makes them one of the more feared dangers in this climate."

The Hill Giant tribe had come to a conclusion. They shoved on of their own forward to face Hrungir. The Hill Giant walked towards Hrungir, and swung it's club several times to loosen it's arms. All around Hrungir, the farmer militia took several steps back.

Sample Combat
http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-tr ue/giant-hill/

Initiative Hrungir: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Hill Giant: 1d20 - 2 ⇒ (2) - 2 = 0

Round 1: Hrungir

Shield Cast. AC 29 for 1 minute

As the giant prepared itself for combat, Hrungir started to chant. He didn't know exactly what it meant, for it was something bred into him by the wyrm which had created his people. He could feel his skin harden.

Round 1: Hill Giant

Hit: 1d20 + 14 ⇒ (11) + 14 = 25

The hill giant came lumbering towards him, and took a swing with it's club. The club glanced off of Hrungnir's breastplate...though it was clear to him that if it were not for his spell, the blow would have done intense damage.

Round 2: Hrungnir
Controlled Rage starts. Swift action for lesser elemental rage.

Hit Slam: 1d20 + 13 ⇒ (10) + 13 = 23 Hit
Damage: 1d6 + 1d6 + 16 ⇒ (1) + (5) + 16 = 22

Hit Slam: 1d20 + 13 ⇒ (4) + 13 = 17 Miss
Damage: 1d6 + 1d6 + 16 ⇒ (3) + (6) + 16 = 25

Hit Claw: 1d20 + 13 ⇒ (4) + 13 = 17 Miss
Damage: 1d8 + 1d6 + 16 ⇒ (7) + (4) + 16 = 27

Hit Claw: 1d20 + 13 ⇒ (15) + 13 = 28 Hit
Damage: 1d8 + 1d6 + 16 ⇒ (6) + (5) + 16 = 27

Bite: 1d20 + 13 ⇒ (14) + 13 = 27 Hit
Damage: 1d8 + 1d6 + 16 ⇒ (4) + (2) + 16 = 22

Gore: 1d20 + 13 ⇒ (1) + 13 = 14 Miss
Damage: 2d6 + 1d6 + 16 ⇒ (2, 4) + (6) + 16 = 28

Total: 71 points of damage. Hill Giant is down to 14.

Hrungir leapt to the attack. He could feel the draconic blood flow through him. Horns burst from his brow, his claws sharpened, and he could feel a predatory hunger flow through him. He reached in, sinking one of his claws into the shoulder of the hill giant. The cold touch of winter dug into the wound, freezing flesh and blood even as it gushed out. Pulling the hill giant in, he brought his knee up into it's stomach, and as it reeled he reached in and sunk his teeth into the side of the giant's face. It roared as it pulled itself back, it's eyes wild with anger and fear.

Round 2: Hill Giant

Hit: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 2d8 + 10 ⇒ (2, 7) + 10 = 19
Hit: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 2d8 + 10 ⇒ (3, 1) + 10 = 14
Secondary Slam: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Secondary Slam: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

The Hill Giant tried to retreat, but looking behind it, it saw it's tribe. It flailed with it's club, swinging wildly. With all of it's force it swung, but Hrungir stepped back. One blow from the club was deflected off his armor, and he was caught in the leg by a powerful kick, which if not for his protective spell could well have broken his knee.

Round 3: Hrungnir

Hit Slam: 1d20 + 13 ⇒ (2) + 13 = 15 Miss
Damage: 1d6 + 16 ⇒ (1) + 16 = 17

Hit Slam: 1d20 + 13 ⇒ (6) + 13 = 19 Miss
Damage: 1d6 + 16 ⇒ (2) + 16 = 18

Hit Claw: 1d20 + 13 ⇒ (12) + 13 = 25 Hit
Damage: 1d8 + 16 ⇒ (8) + 16 = 24

Hit Claw: 1d20 + 13 ⇒ (4) + 13 = 17 Miss
Damage: 1d8 + 16 ⇒ (5) + 16 = 21

Bite: 1d20 + 13 ⇒ (3) + 13 = 16 Miss
Damage: 1d8 + 16 ⇒ (3) + 16 = 19

Gore: 1d20 + 13 ⇒ (16) + 13 = 29 Hit
Damage: 2d6 + 16 ⇒ (2, 6) + 16 = 24

Total: 45 damage. -31 damage

Hrungnir came in once again. He swung a claw, which was battered away painfully by the giant's club. But, this left the giant open, and he grabbed the beast by the face. The giant howled in pain and tried to free itself. Hrungir did not let go. In truth, it was already a killing blow, for one of his claws had gone into the giant's artery. But he was not done. Instead he stepped in and headbutted his foe. His horns, as sharp as axes, cut through the giant's skull. The horns were stuck in place, and with a mighty force of effort he freed himself from his self-induced predicament.

Covered now in blood and gore, Hrungnir looked at the remaining tribe. He could feel draconic power surging through his body. He could feel the thrill of battle. Part of him wanted them to come. Even though he knew that facing four more by himself would be his death.

Seeing their champion victorious, the farmers raised their weapons and cheered. Bows, spears, swords and even plowshares were raised victoriously, along with their voices.

He took a step toward the remaining giants, and spread his wings wide as he did so.

Intimidate: 1d20 + 8 ⇒ (9) + 8 = 17

Giant"Leave, now. *THIS* village belongs to me."

The four remaining giants looked at each other, and at the corpse of their comrade. He could almost read their minds. They thought to themselves that maybe they could take him, but would one of them end up like him? Was it worth the risk?

Their leader looked at the all-too unnatural giant standing before them and said Giant"You can have *this* village. But the next one is *OURS*." Hrungnir nodded, and curled his wings back behind him. The band of giants had found a way to save face, as they walked off in search of easier targets.

As they left the farmers cheered. But he could already hear their voices starting to change. For looking up, they saw the silver figure standing above them, covered in gore. They had seen how brutally he had killed one of his own. And all of them thought How long until this thing turns on us?

For the night, Hrungnir was certain that he would eat well, for the farmers would not dare refuse him. But he would have to leave again, for they would certainly call for assistance in ridding themselves of the monster within their midst.

And this was why he was in the Stolen Lands. For it was the only place he could vanish into, moving from place to place, looking for somewhere to settle down. He thought to himself that what he really needed to do was to find some fledgling princedom, looking to create a kingdom within the inhospitable lands. For such a petty-king would pay well for his services. And until his foolhardy dream fell apart, it would mean that Hrungir would have a place to lay his head.


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

You can take either a monster class or a template, not Both.
Also Half-Dragons can not take Dragon Disciple


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Darn. Alright...

So for the template, is it (http://paizo.com/pathfinderRPG/prd/bestiary/halfDragon.html) or is it (http://www.d20srd.org/srd/monsters/halfDragon.htm)?

Regardless, I'll base it off of a human.

Race Human
* Bonus Feat: Racial Heritage Frost Giant
* Skilled

It'll recreate the feel as best as possible.


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

This link for half-dragon

Guessing Half-Dragon won out over Hill giant? ....

Also don't forget templates have level adjustments this means you'll lose levels.
i.e. at 5th level a Half-dragon character would only have 2 Class levels.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Wait fifth level gesalt?


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

I see...I’ll put some thought into it


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

I used 5th level as an example..

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Ah cause Mine does a +2 ECL


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

3.5 Half-Dragon is LA +3
3.5 Half-Nymph is LA +2.

So at 5th level the;
Half-Dragon would have 2 class levels
Half-Nymph would have 3 class levels


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Alright. The CR does make things fair. I've decided to stick with hill giant race/class. To put the template on would mean figuring out a whole new build path.

To test things out, I redid the numbers with the hill giant fight as part of his background. Spoiler: Hrungnir takes 20 damage, but comes out on top.

Compared to a normal hill giant, Hrungnir has...

-1 Strength (+3 with rage), +4 Dex, -1 Con, +2 Int, +4 Cha. He also has a massive -37HP. He makes up for this though with his spell casting and plethora of natural attacks. It won't be until lvl 7 that he equals his hill giant brethren in HP.

Updated Background:
Hrungnir stood along with the gathered militiamen, staring down the nomadic hill giants which had wandered into their lands. Like the rest of them, he stood roughly ten feet tall. But that was where the similarity ended. Where they were rudy skinned, carrying large clubs and wearing tribal furs, his skin and hair were silver. He stood before them, a dented breastplate on his chest. His hair was so blonde that it was nearly white, and he was pale of skin. He could tell that they did not take him seriously, seeing him. They saw as one of the detested 'civilized' hill giants.

Years ago, Hrungir had been born outside of the Lair of the Silver Dragon Tevorrurth. An ancient wyrm, it slept more and more frequently. To keep both it, and its eggs safe, it had captured a nearby tribe of Hill Giants, and the dragon had changed them. Seeing them as simple creatures, the wyrm had made them into guardians worthy of serving it. Not true half-dragons, they were infused with a piece of the wyrm. It was a process which was physically draining, but which instilled in them draconic essence. Enough to ensure their loyalty. Enough to make the tribe worship the dragon as though it were a god. Hrungir had been but a youth when death came upon the sky. An ancient Red, pursuing some long-ago feud, had brought fire and death with it. The hill giant guards had attempted to bring it down with hurled rocks, but what use is such a crude weapon against a beast of fire and fury? The tribe of guardians fought and died protecting the source of their veneration. Even with the minor magical powers, and the draconic claws they could grow, they were powerless against the fury of an actual dragon. But a child, Hrungir ran, fleeing into the wilderness, as he saw his kinsfolk fall. For the rest of his life he would bear the scars of dragonfire upon him, as well as the memory of a pain which had never been surpassed. What became of the Red, or the ancient Silver that he had been born to serve, would forever remain a mystery to him. Of his tribe, he was far too ashamed to ever return to them. Let alone

At first, he had sought out the company of his own kind. But, as he soon found out, he was far too removed from his Hill Giant brethren to ever achieve acceptance there.

So he had found solace among the civilized races of mankind. Traveling from village to village, he offered his protection and service in exchange for food and a place to sleep. As often as not he was driven away by fearful villagers, or even worse, adventurers. From this wandering lifestyle, he bore the marks of conflict. His lower legs were covered in scars, from the spears and swords of the small folk. On his chest he wore a breastplate, forged for him by a would-be conqueror of the Stolen Lands. His kingdom lay a forgotten ruin, for when his coin had run out, so too had his fortunes. He wore a stained, dirty, and torn suit of clothes, patched together dozens of times over. And on his neck was a chain, which held an amulet made for someone half his size, a gift for defending a village from marauders. These were the fruits of his labors, and it was all that he had to his name.

----

"Hill giants are the most nomadic of all the humanoid giant species, preferring to travel from one settlement to the next in order to raid and pillage. While they prefer temperate climates, they’ll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don’t automatically know they’ll win. Hill giants are known for shoving one another at terrifying foes and won’t hesitate to sacrifice a clan-mate to save their own skins. Roving bands of hill giants are common in temperate hills, and their constant aggression makes them one of the more feared dangers in this climate."

The Hill Giant tribe had come to a conclusion. They shoved on of their own forward to face Hrungir. The Hill Giant walked towards Hrungir, and swung it's club several times to loosen it's arms. All around Hrungir, the farmer militia took several steps back.

Sample Combat
http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-tr ue/giant-hill/

Initiative Hrungir: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Hill Giant: 1d20 - 2 ⇒ (20) - 2 = 18

Round 1: Hrungir

Shield Cast. AC 26 for 1 minute

As the giant prepared itself for combat, Hrungir started to chant. He didn't know exactly what it meant, for it was something bred into him by the wyrm which had enslaved his people. He could feel his skin harden as if though the scales of their master adorned him.

Round 1: Hill Giant

Hit: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 2d8 + 10 ⇒ (5, 5) + 10 = 20

The hill giant came lumbering towards him, and took a swing with it's club. The club hit Hrungni square in the chest. He could feel his ribs break under the blow...

20 damage taken, 28 HP left

Round 2: Hrungnir
Controlled Rage starts. Swift action for lesser elemental rage.

Hit Slam: 1d20 + 11 ⇒ (9) + 11 = 20 Miss
Damage: 1d6 + 1d6 + 14 ⇒ (3) + (1) + 14 = 18

Hit Slam: 1d20 + 11 ⇒ (19) + 11 = 30 Hit
Damage: 1d6 + 1d6 + 14 ⇒ (5) + (1) + 14 = 20

Hit Claw: 1d20 + 11 ⇒ (15) + 11 = 26 Hit
Damage: 1d8 + 1d6 + 14 ⇒ (1) + (3) + 14 = 18

Hit Claw: 1d20 + 11 ⇒ (20) + 11 = 31 Hit
Damage: 1d8 + 1d6 + 14 ⇒ (6) + (3) + 14 = 23
Crit: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d8 + 1d6 + 14 ⇒ (3) + (5) + 14 = 22

Hit Gore: 1d20 + 11 ⇒ (3) + 11 = 14 Miss
Damage: 2d6 + 1d6 + 14 ⇒ (4, 3) + (6) + 14 = 27

Total: 61 points of damage. Hill Giant is down to 24.

Hrungir leapt to the attack. He could feel the draconic blood flow through him. Horns burst from his brow, his hands turned into claws, and all the color within him drained away. He could feel a predatory hunger flow through him. The giant recoiled in surprise and horror, raising his club to block Hrungnir's sword. Instead, the bloodrager dropped his sword. He reached in, sinking his claws into the surprised giant, brought him forward, and delivered a brutal knee to the giant's stomach.

Round 2: Giant

Hit: 1d20 + 14 ⇒ (5) + 14 = 19 Miss
Damage: 2d8 + 10 ⇒ (1, 4) + 10 = 15

Hit: 1d20 + 9 ⇒ (12) + 9 = 21 Miss
Damage: 2d8 + 10 ⇒ (7, 5) + 10 = 22

Secondary Slam: 1d20 + 8 ⇒ (10) + 8 = 18 Miss
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

Secondary Slam: 1d20 + 8 ⇒ (8) + 8 = 16 Miss
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

The Hill Giant tried to retreat, but looking behind it, it saw it's tribe. It flailed with it's club, swinging wildly. With all of it's force it swung, but Hrungir stepped back. One blow from the club was deflected off his armor, only because of his spell. The blow might not have finished Hrungnir, but it would have come damned close.

Round 3: Hrungnir

Hit Slam: 1d20 + 11 ⇒ (9) + 11 = 20 Miss
Damage: 1d6 + 14 ⇒ (4) + 14 = 18

Hit Slam: 1d20 + 11 ⇒ (18) + 11 = 29 Hit
Damage: 1d6 + 14 ⇒ (5) + 14 = 19

Hit Claw: 1d20 + 11 ⇒ (8) + 11 = 19 Miss
Damage: 1d8 + 14 ⇒ (7) + 14 = 21

Hit Claw: 1d20 + 11 ⇒ (10) + 11 = 21 Hit
Damage: 1d8 + 14 ⇒ (3) + 14 = 17

Gore: 1d20 + 11 ⇒ (20) + 11 = 31 Hit
Damage: 2d6 + 14 ⇒ (6, 3) + 14 = 23
Crit Gore: 1d20 + 11 ⇒ (19) + 11 = 30 Crit
Damage: 2d6 + 14 ⇒ (6, 2) + 14 = 22

Total: 81 damage. -57 HP

Hrungnir came in once again. He swung a claw, which was battered away painfully by the giant's club. But, this left the giant open, and he grabbed the beast by the face. The giant howled in pain and tried to free itself. Hrungir did not let go. In truth, it was already a killing blow, for one of his claws had gone into the giant's artery. But he was not done. Instead he stepped in and headbutted his foe. His horns, as sharp as axes, cut through the giant's skull. The horns were stuck in place, and with a mighty force of effort he freed himself from his self-induced predicament.

Covered now in blood and gore, Hrungnir looked at the remaining tribe. He could feel draconic power surging through his body. He could feel the thrill of battle. Part of him wanted them to come. Even though he knew that facing four more by himself would be his death. As it was, he was already badly injured. Just one of the giant's blows landing had been horrific enough. He had been lucky to have killed the first of them, having won through surprise as much as anything.

Seeing their champion victorious, the farmers raised their weapons and cheered. Bows, spears, swords and even plowshares were raised victoriously, along with their voices.

He took a step toward the remaining giants...

Intimidate: 1d20 + 8 ⇒ (18) + 8 = 26

Giant"Leave, now. *THIS* village belongs to me."

The four remaining giants looked at each other, and at the corpse of their comrade. He could almost read their minds. They thought to themselves that maybe they could take him, but would one of them end up like him? Was it worth the risk?

Their leader looked at the all-too unnatural giant standing before them and said Giant"You can have *this* village. But the next one is *OURS*." Hrungnir nodded. The rage left him, and color slowly seeped back into his skin, his hair and his eyes. The bloody horns retreated back into his head, and his claws became hands once more. Wearily he bent down and picked his sword back up. The band of giants had found a way to save face, as they walked off in search of easier targets. He suddenly felt exhausted. Moreso, the reality of the situation hit him.

As they left the farmers cheered. But he could already hear their voices starting to change. For looking up, they saw the silver figure standing above them, covered in gore. They had seen how brutally he had killed one of his own. And all of them thought How long until this thing turns on us?

For the night, Hrungnir was certain that he would eat well, for the farmers would not dare refuse him. But he would have to leave again, for they would certainly call for assistance in ridding themselves of the monster within their midst.

And this was why he was in the Stolen Lands. For it was the only place he could vanish into, moving from place to place, looking for somewhere to settle down. He thought to himself that what he really needed to do was to find some fledgling princedom, looking to create a kingdom within the inhospitable lands. For such a petty-king would pay well for his services. And until his foolhardy dream fell apart, it would mean that Hrungir would have a place to lay his head.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

That is cool


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Glad you liked that. My goal was to make a PC who could go toe to toe with another normal giant and be able to win. I missed the giant’s crit conformation, but based on the dice rolled it doesn’t look like it would change anything...and besides, the fight seemed very evenly matched to me. So mission successful.

Very much looking forward to what everyone else comes up with.

—-

Also, something I’ve realized...at lvl12 a hill giant with an adaptive bow can make Pathfinder’s Best archer. Sanguine Angel PrC gives Str to hit with bows. A hill giant can very easily have Str30. Adaptive bow let’s you use all of that damage. And a longbow will automatically be large so 2d6 Damage from that.

So....

Lvls 1-10: Fighter / Hill Giant Class
This makes Sanguine Angel prerequisites very easy to get.

Lvls 11-20: Sanguine Angel / Anything. But Sanctified Prophet would give spellcasting

So at lvl 12 with Str30...and a +1 adaptive bow

To Hit Shooting: +27/27/18/13 (12 BaB +15 Str + 2 Weapon Focus and greater, +2 Weapon Training, -2 Manyshot, -3 deadly aim)
Damage: 2d6+24 (15 Str + 6 deadly aim + 2 Weapon Training + 1 enchantment)

4 shots that average 31 damage each.

Could of course be even better with proper optimization. But this girl would pretty much be carrying around a ballista. And if anyone closes in she has 2x slam attacks, and can switch to sword and shield (Longsword one handed does 2d6 Damage) for 7x attacks.

Just happily theorycrafting. Really look forward to seeing other peoples’ builds


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

Sanguine Angel PrC = Grey Maidens PrC, so likely not allowed given they are tied to an evil organisation.


HP: 48/48, AC: 18:16:13 CMD: 24 Saves: 7:8:7 Init: +4 Skills:Acro: +9 Dip +11, Per: +8, Sense +2, Stealth +9

Ever think about a Nymph or Succubus Monk that uses a Archetype that uses CHA instead of WIS....


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]
Aurora Blackrose wrote:
Sanguine Angel PrC = Grey Maidens PrC, so likely not allowed given they are tied to an evil organisation.

Very true. Just theory crafting. :)

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Okay weirdness but found away to do a glaive welding Swashbuckler!

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