The Giantslayer Adventure Path begins in the fortified town of Trunau in the southern part of the Hold of Belkzen. A series of strange events trouble the beleaguered town. At the town’s request, the PCs must uncover the source behind these events and step in to save the town from forces which seek an end to Trunau and it's peoples.
Morgrim, glad you joined us in first instance. I hope you find time to continue with the hobby wherever it is. Have fun and possibly see you back some day! :)
Class Special Abilities: Clever Explorer: 1/2 time to use Disable Device, +1/2 level to Disable Device/Perception
Uncanny Dodge: Can't be flat-footed, retain Dex to AC
On a side note, I should comment that I LOVE the Catfolk alternate favored class bonus of +1/2 Bardic Knowledge. It's like...every two levels, what would you prefer? +2 HP, +2 Skill Points, or +1 to ALL 10 Knowledge skills. Yeah. That's a tough decision.
I know that the Social skills are not gonna be my primary focus but I feel like I need to put at least one rank in each of them, since a single rank takes me from a +4 to a +10 modifier in that skill.
Man...in hindsight now, I wish I had swapped my Dex and my Cha at character creation. After level 6 I'm going to be swapping to Dark Delver anyway, so my Dex is going to be way more important than my Cha at that point.
Darkblade, if I throw myself prostrate at the feet of the GM, since we're still early in the campaign, would you allow me to make that change? If not it's fine, but you'll never know if you don't ask!
HP: +6
Favoured class bonus: hp
New Level 0 known spell: ghost sound
Skills:
+1 bluff
+1 diplomacy
+1 k. arcana
+1 spellcraft
+1 UMD
Songan@ In my opinion at this level Sleep is just the strongest choice, and you can swap it out once it starts to be useless. All the others are also useful. Leira also can cast Grease, just she still doesn't really know she is a sorcerer. Perhaps Songan can act as a mentor once she starts to discover her powers :)
Do not forget you will need to report back to the Longhouse to pick up your reward funds for works completed thus far. These funds are a combination of your rewards from the city, bounties on the bandits, and the sale of any useful gear the bandits may have possessed.
You will find the Disbursements office has cut a stipend voucher good for up to 800 gold pieces, one in each of your names, except for Dundin. These vouchers may be used at any one establishment in Trunau, or the town's armory, allotted up to the stated amount, for goods or services which will be reimbursed by the militia. Additionally, you are presented with a fully charged Wand of Cure Light Wounds donated by the Church of Abadar and five Potions of Cure Light Wounds donated by the Church of Iomedae.
Dundin, you may spend up to 800 gold on improvements or minor additions to your existing equipment, to account for equivalent previous investitures. Nothing extravagant or outrageous though please.
Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4
I will be taking the average HP option every level for both Delia and Jace. I will get them leveled up later today. I'll be in court most of the day testifying on an arrest I made over a year ago.
Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1
Better than average is a deal I will definitely go for.
FC bonus = hp
Skills increased: Stealth Perception Sense Motive Survival Acrobatics
hp gained = 6+3+1
Weapon and shield chosen for combat style
Feat bonus = shield slam or TWF, still pondering
Remember, don't be too hard in judging Frum. Rodrik was like the man's own son, he helped raise him from the time his mother passed. Rodrik and Kurst are the closest to children this confirmed bachelor ever got. When Rodrik became estranged from Jagrin, first through his writings, then finally from his relationship with Brinya, Rodrik turned to Omast as a surrogate father figure and mentor.
All perfectly reasonable, I just tried to think of how someone with Halgra for a mother would react. Because of Trunau's precarious nature, I imagine that drinking on duty would be looked at quite harshly, even with mitigating circumstances. It's an attempt to stay true to the character even if I think it's a jacked up situation.
You would first need the Inscribe Magical Tattoo feat to make Spell Tattoos, which we can assume Leira's mother possesses. If you are in the market to buy a Spell Tattoo, remember it costs four times the price of a regular scroll, even if you have a tattooist capable of creating the tattoo and casting the spell to boot. When used, the spell is gone, the tattoo remains and must be reloaded, same as a blanked spell scroll. In all fairness to the other players, I don't think I can allow your mother to give you any special discount on the costs.
Oh, I was not looking for any advantage just reasoning a way to get the tattoos for spells I don't know.
I haven't noticed the cost was different to that one of a scroll. In fact I didn't know I cannot inscribe tattoos I kind of thought the tattooed sorcerer could do tattoos as a level 1 wizard can with scrolls :/
I guess I am forced to go with the usual way, cost x4 for the same scroll no one else can use in case you blow up your mind totally sucks.
Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4
Hey guys, would anyone be interested in creating in being the group's Quartermaster and keeping track of all our loot? I'm already doing it for two of my other games going on and I don't think I can handle a third.
I already have a format setup to use, if anyone would be interested in using it for our group.
I have also set a treasure sheet, see the link under my status bar. I would love if everybody helps to fill it up, there are edit permissions for everybody. Just add items when we find or buy them if it is possible for you.
I would love to see your format Delia, I am sure we can improve the sheet together.
With the items I have marked to sell "Selling" we have 132 gold pieces to split.
I have no special interest into doing the tracking in this way, so if someone else wants to do the tracking more personally and has a system he feels more comfortable please, go with it :)
Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4
Leira, your format is much more comprehensive than mine! I really like the layout of your treasure sheet and thank you for setting that up! I actually really like your idea of allowing everyone to edit their own loot section.
I think that looks good to me as far as selling the gear obtained through the bandits. How do you guys want to handle distribution of gold from selling leftover gear? I assume we'll sell everything left over and then distribute those funds evenly amongst the party. Should the individual be allowed to retain the remainder of the funds they were issued? Or should we return any unused funds back into a "Party Pot" to be added up and then redistributed evenly again?
Also, before we hit up our investigation the following day Delia is going to purchase a very nice, new bow that she has been eyeing for a very longtime... (Masterwork Darkwood Composite Longbow +2 Str rating) - 630gp total.
Remember, for this first go-round all the gear from the bandits to be sold has already been sold and included in the vouchers received from the militia. It was a simpler way of keeping wealth on track as these first investigative encounters had XP values but no GP value attached. There isn't even a reward offered in the AP for investigating and solving Rodrik's murder.
In regards to Delia's purchase, that seems a fine choice. The items currently known available around Trunau for purchase, at least those of a magical nature, are a +1 heavy steel shield, +1 light crossbow, a cowardly crouching cloak, an oil of shillelagh, a ring of spell knowledge, a scroll of divine power, a scroll of magic weapon, a wand of magic missile, +2 greatsword, and a potion of resist energy (fire). Most other first level potions or scrolls can be purchased after a day or two's notice, at normal costs.
Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4
Good to know, Darkblade!
Question for you. I am interested in purchasing a mithral chainshirt for Jace down the road. Would that be something Delia could speak with Sara about getting? Obviously that won't be until she can afford it, but given that Trunau is a small town that's not exactly something that would be common place by any means lol. I figure I would wait until possibly after 7th level that way I don't have to worry about dealing with Jace's size increase.
Distributing left over money sounds good to me Delia. If we find some piece of equipment someone can use we can keep it as it is often better than selling off stuff. Then if that person finds a better replacement, the selling can go to the party pot. With the sheet it should easy to see whom is getting more money-worth equipment he has not bought from his share, and thus, it should be easy to decide equipment distribution more evenly.
As for the 800gp, it seems a good way to manage it Darkblade, much faster than summing up and down. After all we probably would have only kept the potions, and the church are offering us some in replacement so I think we can go with it.
For Leira, she would like to buy the following:
1 Scroll case
1 scroll of Protection vs. evil
1 scroll of Protection vs. chaos
1 scroll of magic weapon
1 scroll of languages
1 scroll of feather fall
1 scroll of obscuring mist
------------
Total: 151gp
If only the magic weapon is available right now, that will be the one she buys and will order the rest to buy ASAP.
As Leira is still somehow young and do not know how to spend her money, she will offer the rest of her reward, 650gp (or 775gp if only magic weapon is available), to anyone in the party as a credit to be returned soon. In that way perhaps Delia can get her mithral chain, or someone else can get a nice armor for himself.
I might want to save for the ring of spell knowledge. What are the requirements for learning, is it just a standard action to do the spellcraft check? How often can be switched, as read, it seems you can switch the spell as many times as you want during the day.
Any alchemical fire/acid flasks available? Tanglefoot bags?
@ Leira - The party would still keep the potions found from the bandits, it was everything else of mundane value that was sold or conscripted by the milita. The scrolls I listed are the only one's currently penned as completed, but you can order others for completion in a day, maybe two due to the number you are seeking. I normally allow for a 50% chance of 1-2 scrolls being ready by the end of day, sort of a rush job. You may decide on which are most pressing and roll the bones to check for them to be ready by end of day, which if you wait to hit the Plague House tonight, would be just about right. Seem fair?
@ Delia - Trunau has a purchase limit of 1000gpv, a coins max of 5000gp. If you find the raw materials for the armor or have them shipped in from another market you could certainly have Sara craft the armor for you. Her wife can also perform basic enchantments, so +1 on most things is available in Trunau on a case by case pre-order basis.
Yes, there are a few alchemical items readily available in Trunau at normal costs. You are not likely to be able to purchase a case, but up to a dozen of each are available for purchase town-wide.
I checked up on the Ring of Spell Knowledge and referenced a few local DM's for consultation. To study a spell for "learning" and casting the wearer would need to have rested 8 hours then spend an appropriate action to "prepare" the spell into the ring. As such, I do not think it is intended to allow a spontaneous caster to trade out spells throughout the day, which is not something a prepared caster can easily achieve.
A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.
Identify Spell Being Cast/In effect: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. The action of "learning" the spell into the ring would be a Standard Action as you are activating the magical item, i.e. the ring.
Retry? You cannot retry checks made to identify a spell being cast or in effect.
Learn Spell from Spellbook/Scroll: Learning a spell from a spellbook or scroll takes 1 hour per level of the spell. Read Magic identifies the spell but does not aid you in otherwise "learning" the spell to add it to the Ring. A spell successfully "learned" from a scroll disappears from the parchment once transferred to the ring.
Retry? If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again.
Those with Knowledge Arcana may make two checks to determine what may be going on with Leira, Leira excluded unless desired otherwise. The skill checks are separate, and rolled separately. Success with one does not translate to the other.
First Check DC 21:
The spell effect is indeed Enlarge Person
Second Check DC 22:
The spell seems to be more natural than prepared magic, likely innate, such as that from a sorcerer or other spontaneous caster.
Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1
I know you mentioned normal equipment, would it be possible to purchase a wand?
As a ranger, Dundin can cast two useful level 1 spells that could come in handy on a wand.
(1) Lead blades, it would only be on him, but make his weapons do much more damager for 10 rounds
(2) Endure elements, a useful wand with long durations, it would help us immensely as a party.
Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10
Would it be possible to find another darkwood longbow in the town? It is a special material so I want to make sure it's available before I just go and make the buy.
I know you mentioned normal equipment, would it be possible to purchase a wand?
Per the PFSRD, Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.
That said, neither wand is currently listed for sale in Trunau. I will allow a 50% or less chance for "one" first level spell wand to be available but not listed on the market.
Lead Blades:1d100 ⇒ 3 Endure Elements:1d100 ⇒ 90
There ya go. No other non-listed wands are available in town. Special orders only for anything else.
Would it be possible to find another darkwood longbow in the town? It is a special material so I want to make sure it's available before I just go and make the buy.
For items less than the 1000gpv town limit, there is a 75% chance of finding one available after your search. Let's take the Afternoon Hours:1d4 ⇒ 1 to search around town and the Barterstones and check the Availability:1d100 ⇒ 62.
Songan finds the last darkwood item available in town. It seems to be time for the master woodsmen to head back out and harvest another limb or two and restock his supplies.
Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10
Songan's purchases are going to be the aforementioned bow, though a short instead of a long; I forgot bards aren't proficient with longbows, and a masterwork chain shirt.
Searching for the bow and adjustments for the chain shirt will take much of Songan's afternoon.
Is there a time and place everyone plans on meeting? Do you want to strike out for the Plague House this day, this evening, this night, or on the morrow?
In my humble opinion, I think at this level you might benefit more for buying a masterwork breastplate armor and a masterwork weapon.
Once we start to have more money, wands might be much easily accessible without giving up too much. From both you present, even if I agree lead blades is a great spell for you, 1 minute buffs are not very useful in wand form for you. The time is very small to precast it most of the time, and renouncing to movements to draw and sheath the wand, and cast the spell in combat might very easily forgo the benefit of the spell.
We might want to have a Endure Elements wand at some moment, but right now I think there is no information telling us we might need to stay in extreme weather conditions.
If you really want to buy a wand and invest in a buff, I would say longstrider, with the 1 hour duration, will benefit you the most, as your dwarf will be able to move through the field at 30 feet even on medium armor.
Darkblade@ there seem the lights happen at night, so I would say visiting at evening would be good idea. I vote for that and meeting at the gate.
Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10
Probably not a good idea to try and hit the Plague House when lighting might be a problem, given the number of people in the group without some kind of extraordinary vision. If we can't get there in enough time to have...I'd say at least two-three hours to explore, we should wait until the next morning. At least that's my opinion.
I agree with that Songan, but we have to consider also the activity seemed to happen always at night, and the time constricts, we don't want to leave too much time for our enemies to plot.
Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4
I would say we go check out the Plague House as soon as everyone concludes their equipment gathering. That way we can explore it while we still have light, try to determine what is going on there... and then stakeout nearby to wait for nightfall. That way we don't miss anything important during the day. Plus, Delia could possibly find quite a bit of information with her survival skill in the daylight by utilizing the extra time to Take 20 on her check for a total of 29.
Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1
Dundin will buy the lead blades wand as it is a consistent 10 round buff he can cast himself. Then a long hammer (or a BFH) for B and reach. I could spend it on armor and weapon, but I am hoping we find some worthwhile armor along the way.
750+70 = 820gp.
Given that the wand makes more sense used, maybe roll a d49 to see how many charges it has and pay 15 gp a charge.
Generally I don't allow partially used wands for sale due to the already cheaper nature of wands vs potions or scrolls on a per use basis.
I friend suggested allowing a 10% chance of a found wand actually being partially used, having 4d10+10 charges.
What do you guys think? PFS only allows partially charged wands if available on a chronicle sheet, and the normal rules have no mention of buying anything other than fully charged wands.
I don't have much opinion, either way is cool by me.
However, I had to say that, for me, the partially charged wands conjures the image of a traveling snake oil salesman. "Yes, yes, guaranteed to work, of course." You can't be sure what you're getting, and it might be mercury with chalk.
Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4
Hey guys, sorry for my unexplained absence. My grandparents both passed away over the weekend and I haven't really been in the mindset to post. I will get caught up this weekend.
Sorry guys for the absence. I had a three day weekend, intending to go to a local area game convention, but instead have been waylaid by a spring cold/seasonal allergies. I feel like I have been curb-stomped by a few hill giants.
My condolences to Delia, I have been where you are. Those we love are never far from our hearts, they made us who we are and make us who we will become.
Soon begins the Giantslayer AP - Battle of Bloodmarch Hill
I have been watching for this campaign since my hopes for an Iron Gods AP fell through. I am currently running one PbP and play in another, as well as maintain a RL Wrath of the Righteous campaign. These games have all smoothed out leaving me with a bit of time to add one more campaign to my list.
After the last retreat of the forces of Lastwall, the residents of Trunau made a pact, known today as the Standing Vow (or simply “the Vow”): to hold their land against all comers, paying tribute neither to raiding orcs nor to the armies of neighboring nations. They would stand their ground and live free, no matter the cost.
For the last couple centuries, the residents have held to this oath, and it’s a matter of great pride that despite catastrophic raids and the rigors required by life in hostile territory, the town has never fallen. Even more important to some, however, is that unlike Freedom Town to the north—a town of criminals and exiles settled just inside the Hold of Belkzen in order to avoid Lastwall’s strict laws—the people of Trunau have never lost their fundamentally civilized nature, nor have they resorted to paying for protection from an outside entity.
While many have come to Trunau over the years looking to escape shadowy pasts, Trunau accepts no dead weight; only those who are willing to work and contribute to the community can share the safety of the town walls. When the orcs come, every man and woman, regardless of wealth or profession, is expected to aid in the defense. Those who acquit themselves well and conduct themselves with honor find that Trunau’s residents care little about who newcomers may have been in their lives before—only who they seek to be now.
Be warned, this will not be a Disney Presents "Against the Giants", this will fall somewhere between PG-13 and Rated R depending upon the orc, ogre, giant, etc. in question. Adult subjects and themes may arise, as is the want with Paizo products. Please consider this and conduct yourself accordingly.
Number of Players: I will be accepting Five (5) players for this PbP campaign.
Character Creation:
Starting Level: 1st level
Stats: 25 Point Buy - no stat higher than 18 or lower than 8 post-racial adjustments without express DM discussion and approval.
Classes: First, only official Pathfinder content will be accepted, sorry. If in doubt ask before assuming, please. To be upfront, I would prefer more traditional fantasy style character tropes, races, and classes for this AP. Exotics or unusual options are not banned but the character concept must satisfactorily grab the imagination if it is going to be worth the extra efforts needed to incorporate such "unusual" types into the environs of Trunau. I run a RL Wrath of the Righteous AP with a mix of Aasimar, Tieflings, and Catfolk; it is at times difficult to keep the balance together. I would like to get back to some old fashioned basic staples to maintain some normalcy and sanity, but I am open to new ideas.
Alignment: It should be mentioned this AP revolves around thwarting armies of orcs, ogres, giants and other evil sorts bent on world domination. I will likely allow any alignment, provided the character concept is compelling; however, expect your actions to have full and appropriate consequences. Evil alignments and acts are not sought nor encouraged but neither are they outright banned; perhaps it is best to suggest they are heavily frowned upon at the very least.
HP: Max for 1st level; after that, you can either have the DM roll upon leveling up or take the average rounded up. This choice may be changed at subsequent levels.
Races: All Pathfinder material races will be accepted for consideration but character concept, party and game balance will trump individual concerns. If you choose to play something monstrous, like a goblin or orc, explain why you are tolerated in civilized lands, even those like Trunau. Again see the above regarding compelling characters.
Traits: Two traits plus one additional allowed, that being a campaign trait from the Giantslayer or other appropriate player's guide. You must meet all requisites for any traits, feats, classes, prestige options chosen for your character concept.
Drawbacks: I will be allowing Drawbacks for an additional Character Trait, and the use of Drawbacks will be monitored. If you have it, expect it to come into play at some point.
Wealth: Maximum starting wealth per character class.
Character Submission:
Submitting a Character: Please create and include all relevant information such as this in the following profile format. This is for a character I play in a current PbP. I would like to ask that character submissions follow this format, albeit you do not have to follow it exactly, but it needs to be easy to read and contain all of the information requested.
Character Description: Please provide a description of your character's appearance. This does not have to be greatly detailed, but should give someone an idea of what your character looks like. If possible, you should have an alias image in mind similar to your character concept.
Character Personality: Please provide an explanation of your character's drives and motivations, in general and Trunau in particular. Any peculiar mannerisms, ticks, or drives should be mentioned and detailed.
Character Backstory: I would like you to develop a compelling and good backstory. You may see the players guide for hints and pointers on where to begin character concepts. I would like them, I will not need fully completed characters immediately but if you want to throw up an alias and have the time to do so that would be acceptable.
Feel free to go as in depth as you would like, but remember you are only level one. You are better than the average soldier or town guard, but you have not done any great deeds nor won any major achievements to date. You may be from any of the areas discussed in the Giantslayer Players Guide. Please consider why your character is in Trunau at the onset of the AP. Origin choices outside these area listings should have a significant character concept to explain the journey to Trunau. I do expect those with campaign knowledge to do their best to not use any out of game knowledge to drive character actions. Metagaming is frowned upon.
Recruitment will be open until February 28th at midnight EST. I will post my decisions by Noon EST on the 3rd of March. Chosen characters will need to have full characters ready by the 8th of March.
If you have any questions please let me know by posting here or PMing me on Paizo and I will check back with you as quickly as I am able.
Feats:Selective Channel(2 targets),Improved Init(+4)
Traits: Artifact Hunter(+1 Spellcraft to identify magic items, UMD as class skill, +1 to UMD. 50% to know name origin and something of power of artifact when encountered),Birthmark(Serves as divine focus,+2 saves vs charm/compulsion)
Special Abilities:Bleeding Touch (1d6 for 1 round 6/day)Strength Surge(+1 attacks,combat move checks,str skills, str checks 6/day)Channel Energy 1d6 Negative
DC 13 5/day
Domains:Death,Strength
Spells DC 13+level 3/2+1
0
1
Equipment
Healer's Kit (50 gp)
Light mace (5 gp)
Leather armor (10 gp)
Light wooden shield (3 gp)
Crossbow(Light) (35 gp)
Bolts (20) (2 gp)
Cleric's Kit (16 gp)
backpack
bedroll
belt pouch
candles (10)
cheap holy text(Pharesma and Urgathoa)
flint and steel
iron pot
mess kit
rope
soap
spell component pouch
torches (10)
trail rations (5 days),
waterskin,
wooden holy symbol(Pharesma and Urgathoa)
19 gp
Appearance: Andrea is a slender woman of about middling height and weight with pale skin that has been roughened by life at sea. Her blond hair is cut short and kept under a kerchief and she has a rather decorative series of tattoos across her skin that combines waves,skulls and ghostly figures. Andrea says that it has taken numerous sessions to get the work done and might just add some more. She is often dressed in plain tunic and breeches along with sturdy boots.
When attending to medical duties, she wears a clean but stained smock with numerous pockets and scrupulously sharp tools.
History: Andrea was born the child of a Bloodmother, a woman whose function was to bear children for the church of Urgathoa for the purposes of sacrifice or induction into the faith. Just like her mother, Andrea had no last name since it was deemed unneeded for her role as acolyte.
Andrea's life in the church was notable since she took to the appreciation of undeath not as the dirt,mold and gore spattered stereotype of ghouls and zombies, but the clean,polished lines of bone. Andrea appreciates a fine feast but channels her desires into finely crafted meals and liqueurs, abodes are clean and quiet,(except for the occasional moan) with neat racks of skulls, bones and workshops of meticulously cared for equipment.
The elders of the church believed that Andrea would best be served as an emissary and infiltrator and thus she was sent to establish a foothold in areas where her faith was not prominent. She was told not to spread disease or undeath, not to preach to the masses or commit atrocity, but to seek to establish herself in a position to allow others to safely spread throughout the region. Assuming a position of use and influence would suit her purposes perfectly and so traveled to Trunau to establish herself as a healer.
Dotting! I made a Brawler for PFS from Trunau that I've been debating on trying out in a Giantslayer game. I need to do a little research though and see if the grappling build I initially looked at would be feasible against giants lol. Otherwise, I will likely just build less around certain combat maneuvers and look a little closer at the styles.
Presenting Diego de Almagro, may he live up to his name...
Backstory:
Diego de Almagro was born into a hard working homestead of Chelexians in the Mindspin mountains... It was a hard but happy life, then the giants came... Led by a terrible female chieftain they killed Diego de Almagro's parents and sibling. Diego himself managed to escape with a scar, he fled from the Mindspin mountains and into Lastwall.
When he regained his bearings Diego was first overcome with grief...then rage. He swore that he would kill every last giant of the band that ruined his life, however some part of Diego's mind recognized that he needed a way to kill the giants.
As the young man skipped across the face of golorian he eventually made his way to the legendary land of Alkenstar in search of the weapons he needed: guns.
When he gripped his first pistol Diego felt a sense of belonging he had never felt before, the weapon felt right in his hand. He labored for years under the eyes of the Alkenstar gunsmiths, eventually they deemed him a proper gunsmith and in doing so ignited a dream...
He would be more then just a giant slayer, he would be more then just a legend... He would be a ruler, with blackpowder he would tame the Hold of Belkzen. He would do what no one else could, he would not just push the so called "horde line" back, nay he would eliminate is entirely.
And so Diego journeyed from Alkenstar to find his destiny...
Appearance:
Diego is rustically handsome, clad in studded leather armor and wearing a "duster", a popular garment in the wind swept wastes of Alkenstar. On his rests a proud but battered black hat that shields him from the sun.
Diego's major facial feature is the scar which descends down from his left eye to just above his upper lip.
Personality:
Driven by guns and glory: Diego is driven both be vengeance against giant kind and by his thirst for fame, fortune and power. He desires to push back the horde line and conquer the Hold of Belkzen and reign as it's ruler.
Never stop shooting: Diego does not know the meaning of the following words, "surrender" and "quit".
Blackpowder will be my legacy: Diego fully intends to introduce blackpowder to Trunau and indeed to all who would stand against monstrous denizens of the Hold of Belkzen. To that end he teaches his craft to Trunau's residents (or is trying at any rate) for either a “siege fee" or a modest amount of gold (roughly about 2 GP per day per would be gunsmith).
Class and archetype:
LN Gunslinger (pistolero) 1
Defenses:
Init +4; Senses Perception +7
AC 17, touch 14, flat-footed 12 (+4 Dex, +3 Armor)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +3
Offense:
Speed 30 ft.
(1+ to attack rolls against giants, +4 to critical confirmations)
Melee
dagger +1 (1d4/19-20x2)
Ranged
(1+ to attack rolls against giants, +4 to critical confirmations)
pistol +5 (1d8/x4)
dagger +5 (1d4+1/19-20x2)
Statistics:
Str 11, Dex 18, Con 12, Int 10, Wis 16, Cha 12
Base Atk +1; CMB +1; CMD 15
Feats:
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Reload (pistol): reloading a pistol is reduced from a standard action to a move action.
Traits:
Black Powder Bravado: Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.
Ambitious: You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.
Orphaned by Giants: You grew up in a tranquil, happy home
near the mountains, but that peace was shattered when giants
came down from the mountains to raid your settlement. The
giants killed your parents and left you a young orphan, and
since that day, you’ve sworn to avenge the deaths of your kin.
You gain a +1 trait bonus on attack rolls against creatures with
the giant subtype, and a +2 trait bonus on rolls to confirm
critical hits against creatures with the giant subtype.
Grit: 3/3
Deeds: Up Close and Deadly, Gunslinger’s Dodge, Quick Clear
Gunsmith: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Favored class bonus: 1/4 of a grit point per level.
Before I do a full on submission, would you be willing to allow an unfettered Eidelon?
Shi here was made for a game that died, and I had a blast playing him. Before you worry about 'monsters as PCs', he's not built as an unfettered eidelon (from the bestiary). He's built as half a class. That is, he's built as a summoner without the spellcasting mortal.
So, he levels up as an Eidelon from the Summoner class, but without the spellcasting alter ego. This means he's far from overpowered (the usual first chorus I hear.). :)
Originally, he was built with the GM of that game with the idea that at the levels he doesn't get hit dice (4th, 8th, etc) he'd get a class level instead to keep him up with everyone else as far as hit die and skill ranks, but still get his evolution points for that level.
Anyway, if he's allowable, I'll rebuild him per the character build requirements. His backstory is in his profile, and I'd keep it similar. TL/DR version is he was a Paladin/Summoner's Eidelon, one who had rather a good reptuation with his church. Said Paladin fell and became an Ant-Paladin. The Paladin is afraid to kill him lest she permanently loose her summoner powers, so she tried to turn him evil after their link was rent asunder. But he escaped and now he works for his church as scout priest (without the spellcasty bits).
I would like to humbly submit my Wayang Rogue, Racket, and his friend Grok (played by my friend jooker, he'll dot in later). Racket's appearance and personal story is pretty well covered by his character profile. The only things that we'll need to change if we get accepted is to up from 20 to 25 point buy and to add an additional trait. (We're also in the running for another Giantslayer campaign but that one has only two open slots and a LOT of applications, so we're less than likely to be chosen.)
Note to GM: We would need to be accepted as a pair in order to play, as our character concepts and builds hinge strongly on each other.
Here is the backstory we came up with for the two of them:
The Harrowing Tale of Grok and Racket:
Racket was a bounty hunter, working for an orc tribe that had captured him when he was younger. He doesn’t remember a lot about his childhood, and for a long time was happy to work for the orcs doing what he did best… sneaking into places and grabbing people or things that don’t belong to him. But then he was assigned to bring in a pair of half-orc infants from the family home of a woman who had been savagely attacked by the orcs.
The poor woman had died in childbirth of her twin half-orc children, and her father had spared the children, trying to hide them away, but their orcish father found out about them and sent Racket and two enforcers to bring them back to the tribe as slaves or worse. When he saw the suffering of the family, Racket couldn’t comply, and tried to convince the enforcers to leave with him. The two orcs were not happy, and tried to grab the children anyway, bashing their poor grandfather’s head against a wall and knocking him out.
Racket took the opportunity to break his orcish chains, and stabbed one of them in the back viciously. The other orc would have likely overpowered Racket if an oread named Grok hadn’t intervened, his sword cleaving the orc in two.
Grok’s ancestry is an interesting one. His family has lived deep in the mountains for generations, and given his mixed lineage there is no surprise he was born an Oread. His mother is a half-giant. His father, a very ambitious dwarf.
He grew up alongside normal dwarves of his age, but they all knew he was different. He was no dwarf. Maybe a carving of a dwarf, but not like them. Because of this he never quite joined the society. Before he could even finish his education he was recruited to the militia. He was happy to go. Anything to get him away from the staring eyes and whispered comments. He wanted to show them that he was more than an abomination, he was strong, he was brave, he could be great.
After his first services in the militia he had earned a bit of coin and learned the skills he needed to survive on his own. He had earned respect among the ranks of soldiers, due in no small part to the fact that he had mastered the use of an 8 foot sword, but he knew this was not the life for him. He took his small supplies, and set out on his own.
He found work here and there as hired muscle. Most commonly he was sent to collect debts. A six foot wall of stone is good at collecting debts. After completing a routine job, Grok was relaxing on a bench in one of the poorer districts of town. He watched as two orcish men and what looked like a small living shadow entered a house. Shortly after they entered, he heard the sounds of a scuffle and shouts for help. Grok ran to the door just in time to see a man thrown into a wall. He had just enough time to loose his sword and swing at one of the orcs when the shadow-man climbed up the back of the other orc and stabbed him cleanly below the neck, killing him instantly.
After the scuffle ended, the rock and the shadow made a deal. Grok needed an “agent” of sorts, to help him get jobs and do the talking. Racket liked the idea of having an 8 foot sword watching his back. The two worked together well, their combined strategy building into a whole much stronger than the individuals alone.
As Mentioned above by Racket, this is the other half of a two part team. See Racket's spoiler for the backstory. As Racket, I will update to 25 point buy and add a third trait if chosen.
physical description:
Grok's physical description is greatly influenced by his Oread Nature, but also his Dwarven and Giant blood. He looks more like a giant, bald, carving of a dwarf than anything. His skin is cold and grey, studded with semiprecious stones. He wields an 8' greatsword (large size) more easily than most men handle a longsword. He lets Racket do most of the talking, but that does not mean that he is simple, or unable.
Being an Oread, he is very unusual to behold, but given his gentle giant demeanor, he is generally well liked. He makesa conscious effort to be non-threatening. That is, unless you pose a threat to those he protects and cares for.
Couple of notes/requests about the flavor of this character.
Typically Oreads are short and stout like a dwarf, however I have flavored the giant blooded campaign trait to visualize in the manner that he is unusually tall for an Oread. (6'2" 300lbs. Nothing giant as far as humanoids, just tall/heavy for his race.)
Secondly, Oread does not allow giant as a bonus language for having a high intelligence. Would you allow it due to his heritage?
Here is my application, all relivant details in Alias.
Couple of things to note. First off, I am applying to another Giantslayer game with this character just for full disclosure. Second, my plan for this character is to go Cleric/Sorc/Mystic Theurge by 4th level if you are ok with prestige classes. Her focus will be healing/support being the party face and some combat control via enchantments. Finally, if you are against Aasimar I don't mind switching to a more core race, this is just what I already had together and would need to alter the background a little bit.
Quickie concept, human foundling picked up by dwarven traders after a giant attack. One of the dwarves, having just lost his own family in a similar raid took a particular liking and raised him as his own son. Devout Torag worshipper, raised to hate giants. Prefers speaking Dwarven to common. Frustrated that his beard isn't coming in thicker.
Groin is a good Dwarven name, he can't help it if it means something else in Common.
Presenting Diego de Almagro, may he live up to his name...
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
Diego could have learned his gun ways in Vigil or Freedom Town from an Alkenstar ex-pat. Saves explaining why he gained no experience from such a long trip.
Note to GM: We would need to be accepted as a pair in order to play, as our character concepts and builds hinge strongly on each other.
Here is the backstory we came up with for the two of them:
** spoiler omitted **...
Two questions, how will the pair convince Trunau to allow them entry and admission to the community, being so different? And, what would happen should one of the pair die during the campaign?
Here is my application, all relivant details in Alias.
Finally, if you are against Aasimar I don't mind switching to a more core race, this is just what I already had together and would need to alter the background a little bit.
I am not "against" Aasimar, I had three in my RL campaign, one recently fallen on the march to Drezen. I also have nothing against mystic theurges, it is one of my personal fave class combinations. It is the character concept and story that I am looking for, how the group will work "together". Davina is added to my review list.
I'm interested. Here is my application, which I also submitted for DM Bigrin's game. The only difference would be the point-buy. The 5 extra points would go to Charisma, bringing it from 14 to 16.
Ratfolk alchemist plaguebringer. Leveling as wizard spellslinger in between
If that is okay.
That would need to be some tale for a close-knit community like Trunau to welcome a ratfolk plaguebringer into their midst.
okay, how is this:
The town was hit by a very bad disease. Almost to a point where it would have killed the town. Him, having been hiding from the world in the under dark of the town, knew that if the town perished, he would be in serious trouble. So, being what he is, and what he does, he offered his blood and his skills, and together he managed to help fend of the plague, and help create an antidote or atleast a way for the town to fend of the plague till it ran it's course with little to no casualties?
I would like to submit Slate Fledspar for your consideration. The point buy is 5 off and the character sheet is not set ip exact yet. I will work on it over the next couple of days. Any suggestions for the character would be great!
Before I do a full on submission, would you be willing to allow an unfettered Eidelon?
I will consider it. How will you tie him to Trunau or the fellow PC's, that will be the deciding story factor?
Shi's former Paladin was a Paladin of Iomedae. After his escape and return to the church, the church found that while he was still more than willing to work for the church, he had certain... attitudes.. toward Paladins that were problematic at best. On the other hand, telling a direct representative of the Higher Planes that he's acting like an idiot about Paladins is not the most politic thing to do, even if said representative doesn't have the power it once had (indeed, giving up said power to help the church in the first place).
So, they have sent him to Trunau to help Tyari Valvatos, a High Priestess of Iomedae who resides in Trunau. Tyari has, as a guardian (and possibly suitor), a former Paladin of Iomedae named Brantos Calderon. It is hoped by the church leadership that Tyari (and the former Paladin Brantos) can ammeliorate Shi's antipathy of Paladins. Given he's no longer a paladin, they hope his presence will be a reminder that not all paladins fall quite so badly.
I'm fairly certain that if something bad happens in Trunau, the church of Iomedae will be responding ASAP. It would also mean any other PC clerics/priests that are in Sanctuary would at least know Shi and vice versa.
EDIT : Before I can rebuild Shi, I need to know how you want to handle stats. Previous GM ruled that as a PC, he figures his stats like a PC does (stat buy + Racial bonuses), so take all stats, subtract 10 or 11 (even or odd) and that's the racial stats for an Eidelon of his form. I'll also need to download the players guide and look it over for tweaks to his build to fit the theme better. Currently he's set up to be a sneaky scout (eventually picking up some levels of rogue) skill monkey.
I'm thinking of human Witch (Cartomancer): Bella Horvath, a young Varisian woman.
Campaign Trait: Artifact Hunter
It's a Backstory!:
Grandmama Horvath always said "they would be alright, gods willing and the creek don't rise." Unfortunately, for Bella, the gods seem unwilling recently.
Their wagon arrived in Trunau several weeks ago. This town was merely meant to be a brief respite to rest and buy more provisions. They had urgent business in the mountains, Grandmama said. The deck whispered the secrets of the world, Grandmama said. The deck told Grandmama of an ancient talisman of their people was buried in those mountains.
The deck had whispered nothing of the quick and sudden illness that brought Grandmama to her bed the same night they arrived in this small town. Bella had done what she could for Grandmama, but the fever did not break. As the older woman's condition continued to deteriorate, Bella took more drastic measures. To pay for medicines and a healer, Bella sold off their possessions and finally their wagon, but no herb or priestcraft could prevent Grandmama's passing.
Grandmama had pressed the deck into Bella's hands in those last hours and whispered that it would guide Bella to the talisman and back to their family. So far, Bella has not found the deck particularly chatty, though the magic her Grandmama had been teaching her quickened once the old woman died. When Bella reads the cards, she can discern a few spells and she can better predict when a bit of bad luck is going to strike. If she were being honest, Bella would admit that may be she might also be causing that bad luck.
With the remaining bit of money left from the sell of their wagon, Bella and the deck have been making a living as a fortune teller. It's barely a living, but Bella is trying to decide whether to return to her people empty handed or try her luck in continuing on to the mountains to find the ancient talisman her Grandmama thought was so important.
Presenting Rhiannon Mableanbh, human Bard, resident of Trunau, and kind of playing a lot of the Celtic imagery the player's guide implies to the hilt. She's currently specced to slightly different build rules, but it's a quick fix to adapt her if she gets chosen, as is adapting the statblock to something else if you'd prefer your format.
Character:
For all the fears of a life spent growing up in Trunau, it was the hopelessness of mundanity that bothered Rhiannon the most. A life of farming and fear, where the best she could be was safe in the comfort of her family's small farm, making enough for her own children--and her parents certainly wanted their only daughter to produce heirs to the plot that the family had worked her generations. Or a soldier, dying to protect her home and her friends. But for as much as Rhiannon found herself taken by stories of great heroes, she did not find romance in death.
She exhibited a budding magical talent at an early age, but one neither parent, lifelong farmers, could foster, or afford to foster, leaving her to merely experiment and atrophy away her potential as she intuited a few simple spells from what she could muster within herself, and some dusty old books on the subject she could find. Hardly enough to satisfy her steadily increasing thirst for knowledge, straddled somewhere between scholarly drive and mere curiosity. Soon, she wasn't merely reading books about magic, but anything she could get her hands on, fascinated in particular by artifacts, mythical items lost to time or turning in the hoard of some ancient dragon. The stories fascinated her, filling her minds with ideas of heroism and bravery very beyond her capabilities as a farm girl.
A farm girl who hated farming, one should note. She didn't feel particularly cut out for field work, although she certainly wasn't above the physical exertion of self-teaching herself swordplay and archery. Her passion did a great deal toward making combat training enjoyable, explained away to her parents as curiosity and the consideration of becoming a soldier. An absolute lie, of course. She wanted to be a hero. Wander the earth in search of treasure and glory, to herself be immortalized in story and song.
Song quickly became another interest of hers, as her voice came through. Sweet and stirring, earning her quite a few silver pieces when she spent her free time in the Commons, singing for the soldiers as they trained. She was told her voice was inspiring, and not merely because there were young men eager to impress the sweet-voiced girl with their martial prowess. Even those with no intentions toward the girl claimed that courage and drive welled up in their hearts as they heard her song, which put ideas and hopes into the girl's head. Heroes whose performances could stir greatness in warriors were hardly unheard of in stories, and perhaps she could find a career in that. Wandering the land, a bard for hire who could earn her way with her voice as much as her blade. Perhaps discovering lost relics, ending up in books herself as the discoverer of some long-forgotten treasure.
A pipe dream her parents would never let her pursue, as she came into adulthood and still found herself toiling away at the farm, given more freedom than a child but still shackled to her life and to expectations. To take a husband when she instead wanted to take journies, to harvest crops instead of seeking treasure. A disappointing life, but one she could clearly do little about, at least until the opportunity somehow presented itself. Perhaps one day she could pay her way on a trade caravan passing by Trunau.
Rhiannon is a flighty, optimistic young woman who tries to find a lot to be joyful of. Her upbringing in such a dour city under constant danger has left her trying to make the most out of life and find happiness wherever she can, hoping that in being cheerful she can inspire the same in others. Beyond her youthful, unstamped-out optimism is a shrewd trickster, hiding her cleverness behind innocence and a smile. If given an opening, she will exploit it, likely teasing whomever her poor victim is while she does. Even in the midst of combat, she can find time for laughter and whimsy.
Above all else, Rhiannon wants change. She's a wild spirit who simply won't be happy or fulfilled doing farm work. "Something different" is good enough for her. Being able to adventure, putting all her knowldge or her voice to work, would be the most desirable outcome. If she could become famed in song or discover something that could immortalize her legend, that would be the best. But she doesn't just want glory; by amassing riches, she hopes to not only escape farm life herself, but to help her family leave a life of fear and constant danger, set them up on a nice stretch of land far away from the threats of Orcish invasion that currently haunt them at every turn.
Standing a little below average height, Rhiannon hardly looks like a threat, especially with her blond bob and neverending smile. Even decently armed and putting on her 'war face' she hardly seems dangerous, which is something she doesn't change much, seeing it as a tactical advantage. Despite it looking odd amidst all the traditional peasant clothing, she's dressed like an adventurer, clothes sometimes prestidigitated to appear more colourful when she's singing for coin.
Crunch:
Rhiannon Mableanbh - Bard 1
Neutral Good Medium Humanoid (Human Female)
Init +6; Perception + 3
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DEFENSE
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AC 14, touch 12, flatfooted 12 ( +2 Dex +2 Armor)
HP 9 (1d8 (8) + 1 Con)
Fort +2, Ref +4, Will +1
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OFFENSE
------------------------------------------
Speed 30 ft.
Melee
-Rapier +2 1d6+1, 18-20/x2, P
-Dagger +2 1d4+1 19-20/x2 P/S
Ranged
-Shortbow +2 1d6 x3 P/B (+3 1d6+1 within 30 feet)
Spells Known
1st (2/day) DC 15: Cure Light Wounds, Grease
0th (infinite) DC 14: Dancing Lights, Ghost Sound, Mage Hand, Prestidigtation
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STATISTICS
------------------------------------------
XP
Str 13, Dex 14, Con 12, Int 12, Wis 8, Cha 18 (16+2 racial bonus)
Base Attack +0; CMB 1; CMD 13
Feats: Improved Initiative, Point-Blank Shot
Traits: Historian, Artifact Hunter
Favoured Class: Bard (1 Skill Point)
Skills:
Acrobatics +6 (1 rank + 3 class skill +2 Dex)
Bluff +4 (+4 Cha)
Diplomacy +8 (1 rank + 3 class skill +4 Cha)
Climb +1 (+1 Str)
Disguise +4 (+4 Cha)
Escape Artist +2 (+2 Dex)
Heal -1 (-1 Wis)
Intimidate +8 (1 rank + 3 class skill +4 Cha)
Knowledge (Arcana) +7 (1 rank + 3 class skill +1 Trait +1 Int +1 Bard)
Knowledge (Dungeoneering) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Geography) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (History) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Local) +7 (1 Rank + 3 Class +1 Trait +1 Int +1 Bard)
Knowledge (Nature) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Nobility) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Planes) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Religion) +3 (+1 Trait +1 Int +1 Bard)
Perception +3 (1 rank + 3 class skill -1 Wis)
Perform (Sing) +8 (1 rank + 3 class skill +4 Cha)
Ride +2 (+2 Dex)
Sense Motive -1 (-1 Wis)
Spellcraft +6 (1 rank +1 Trait +3 Class +1 Int)
Stealth +6 (1 rank + 3 class skill +2 Dex)
Swim +1 (+1 Str)
Survival -1 (-1 Wis)
Use Magic Device +5 (+1 Trait +4 Cha)
Languages: Common, Elven, Dwarven
Equipment: Leather Armor, Rapier, Shortbow, Dagger, Blunt Arrows (20), Masterwork Backpack, Hemp Rope, Thieves' Tools, Signal Whistle, Caltrops, Traveler's Outfit, Spell Component Pouch, Belt Pouch, Sack (4), Glass Vial (5)
Current encumberance: 56 1/2 lbs
Money: 22 gold, 5 silver
Carrying capacity: 58, 59-116, 117-175
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SPECIAL ABILITIES
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-Class Abilities-
Bardic Performance: 8 rounds/day
Performances: Countersong, Distraction, Fascinate (DC 15), Inspire Courage +1
Bardic Knowledge +1
Note to GM: We would need to be accepted as a pair in order to play, as our character concepts and builds hinge strongly on each other.
Here is the backstory we came up with for the two of them:
** spoiler omitted **...
Two questions, how will the pair convince Trunau to allow them entry and admission to the community, being so different? And, what would happen should one of the pair die during the campaign?
Fair questions, good sir!
For the first: We would likely widely disseminate our origin story about saving the half-orc children, and make it clear that we find human society most comfortable, and make ourselves available for any paying jobs that the town might require of us. In other words, we'd work hard to ingratiate ourselves with the locals. If necessary, I'm sure we could consider grabbing a hat of disguise or two.
For the second question: If one of us died and the other could not afford a raise dead, we would likely try to come up with a good replacement character that could fill a totally different party role and have a period of mourning.
Dundin is already submitted for the other Giantslayer AP. I will have plenty of time to withdraw him, but he is the foster son of the Halfling tavernkeeper in town, adopted after his clan was exterminated by giants. He is a wandering 'ronin' as a clanless dwarf is like a lordless samurai.
Given his spread of statistics, he would like to play the archetypical charisma 5 dwarf. He would take suspicious so with his 16 wisdom he could contribute to social interaction with sense motive.
Okay, I've changed my mind. I decided to make up a ranged hunter, I think they sound like some fun. I want to try out my brawler, but I'm having a hard timing visualizing someone grappling with a giant...
The big question is, GM Darkblade, would you allow my hunter to have a Warcat of Rull animal companion? It's on the list of available ACs from Archives of Nethys, but I wanted to run it by you first. See the spoiler below for the stats. I love that there are new ACs local to Belkzen. If you don't like the big cat there's a few other Belkzen ACs that sound appealing as well!
Warcat of Rull:
Warcat of Rull
Source Belkzen, Hold of the Orc Hordes pg. 55 (Amazon)
Monster Entry Link
Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 15, Dex 15, Con 14, Int 2, Wis 11, Cha 5; Special Attacks rake (1d4); Special Qualities low-light vision, scent.
7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex -2, Con +4; Special Attacks grab, pounce, rake (1d6).