DM Darkblade Giantslayer Campaign (Inactive)

Game Master GM Darkblade

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.


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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.


Definitely interested, I appreciate you being upfront regarding your expectations.


Here is a writeup of Andrea, undercover Urgathoa cleric who is seeking opportunities to establish her faith in the area.

Crunch/Fluff:

Full Name : Andrea

Race: Human

Classes/Levels Cleric 1 (skill points)

Gender M

Size M

Age 18

Special Abilities :

Alignment: N

Deity : Urgathoa

Location Trunau

Languages Common,Infernal,Giant

Occupation : Healer,Undercover priestess

Strength 14 (+2)
Dexterity 10
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 14 (+2)
Height: 5'7" Weight: A lady doesn't tell Hair:Blonde Eyes: Blue
Favored Class: Cleric (Skill points)
EXP: 0
Hit Points: 10
Spd: 30
Init: +4
AC: 13 ( +2 armor +1 shield)/Touch 10/FF 13)
BAB: +0
CMB: +2
CMD: 12
Saves: Fort +4 Ref +0 Will +5

Weapons:
Light mace +2 1d6+2
Light crossbow 1d8 19-20 80 ft.

Skills:6/level(2 class,2 INT, 1 race, 1 FCB)
Climb (1) 1
Diplomacy (1+2+3)6
Bluff (1+2) 3
Use Magic Device(1+2+1+3)7
Heal (1+3+3+1) 8
Know-Religon (1+2+3)6

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.


Consider this a marking of the thread, such that information, detail and spawned thought shall follow.

Silver Crusade

dot dip dot


dot


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.


Dotting.
Dwarven Ranger Sword and board.


Introducing Torean Hillchild. I'll be completing more of the details as time goes.

Grand Lodge

Doting for interest at this time.


Leaving a tentative dot here.

As far as traditional fantasy tropes go, I suppose monk wouldn't quite fit. But if anything's up for consideration, I might go in that direction.


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.

Skills:

Acrobatics +4 [4 Dex]
Bluff +5 [1 Cha +1 rank +3 class]
Climb +0
Craft (alchemy) +4 [+1 rank +3 class]
Diplomacy +1 [1 Cha]
Disguise +1 [1 Cha]
Heal +3 [3 Wis]
Intimidate +5 [1 Cha, +1 rank +3 class]
Perception +7 [3 Wis +1 rank +3 class]
Ride +4 [4 Dex]
Sense Motive +7 [3 Wis +1 rank +3 class]
Stealth +4 [4 Dex]
Survival +3 [3 Wis]
Swim +0

Languages:

Common

Gear:

Battered pistol, dagger, Kit, gunsmith's, 30 bullets, 30 black powder doses, Lab, alchemist's (portable), 3 powder horns, studded leather armor. Gold 141

Special Qualities:

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.

GM your thoughts?


Dotting for interest - thinking of a gnome or halfling rogue (knifemaster).


This is Helicons submission.
A Sword and Axe Dwarven Ranger, ready to fight for glory and fame.


Currently applying in a few games. But idea:
Ratfolk alchemist plaguebringer. Leveling as wizard spellslinger in between

If that is okay.


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.


I have an idea for a Human Ranger adopted by dwarves and going towards the Sky Seeker prestige class.


"I AM GROK"

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?


I'm interested. Thinking of someone from Kaer Maga for this campaign... probably a brawler.

Are we allowed 3 traits at the start (campaign trait included) with a drawback or just 2?


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.


***Under Construction***
Groin Ironhouse, Human Ranger
traits
Adopted (Dwarves)-Blooded
Defensive Strategist (Torag)
Campaign Trait-Dwarf trained

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.

Liberty's Edge

I'm interested but I shall ponder for a while.

I'm leaning toward a half-orc native.


Mahorfeus wrote:

Leaving a tentative dot here.

As far as traditional fantasy tropes go, I suppose monk wouldn't quite fit. But if anything's up for consideration, I might go in that direction.

Anything is up for consideration, so go for it. If it is interesting and fits the campaign, it will receive fair consideration.


Viluki wrote:

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.


Ulfgard Strongarm wrote:

This is Helicons submission.

A Sword and Axe Dwarven Ranger, ready to fight for glory and fame.

Heh, a friend of mine likes the Foehammer as well.


Seth86 wrote:

Currently applying in a few games. But idea:

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.


Shi'Vatha wrote:
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?


Racket wrote:

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?


Dragoncat wrote:

I'm interested. Thinking of someone from Kaer Maga for this campaign... probably a brawler.

Are we allowed 3 traits at the start (campaign trait included) with a drawback or just 2?

Two regular choice traits plus a campaign trait. One additional trait if a Drawback is chosen.


GM Darkblade wrote:
Dragoncat wrote:

I'm interested. Thinking of someone from Kaer Maga for this campaign... probably a brawler.

Are we allowed 3 traits at the start (campaign trait included) with a drawback or just 2?

Two regular choice traits plus a campaign trait. One additional trait if a Drawback is chosen.

Alright. Thanks. :)

Was just confused a bit by the wording, is all.


Davina Carst wrote:

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.

Let me know if you have any question or comment.


dotting for interest with a half-orc escaped slave insane witch.


How do you feel about an ifrit kineticist and his oracle/paladin wife?


GM Darkblade wrote:
Seth86 wrote:

Currently applying in a few games. But idea:

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!


GM Darkblade wrote:
Shi'Vatha wrote:
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.


Using your template I see Hero Points. Will you be using them in this game?


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
------------------------------------------
DEFENSE
------------------------------------------
AC 14, touch 12, flatfooted 12 ( +2 Dex +2 Armor)
HP 9 (1d8 (8) + 1 Con)
Fort +2, Ref +4, Will +1
------------------------------------------
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
------------------------------------------
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
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Bardic Performance: 8 rounds/day
Performances: Countersong, Distraction, Fascinate (DC 15), Inspire Courage +1
Bardic Knowledge +1


Have now updated the character to your specs. I have added an IC post and Slate's drives in his profile. Once again any feedback would be great!

Also is the one additional trait free if it is a campaign trait or do you have to take a drawback to gain it?

Thanks!


Torean Hillchild profile is now much more complete.

Cliff notes:
Dwarven Infiltrator Ranger who was orphaned by giants and now has a big vendetta against them.


Respectfully withdrawing the nugget of intent. Good luck and Iomedae bless.


GM Darkblade wrote:
Racket wrote:

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.


I would like to submit my Half-ork Barbarian with the hateful rager archtype. On his path for revenge on the fire giants.

Rokka Skystone

Took some liberties with the backstory but am willing to make changes if needed.


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.

25 pt stat build:
ST=15;CON=16;WIS=16;DEX=12;INT=14;CHA=5


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).


Here's Kayne Rhal's submission. I need to update a couple things but not much.


Here is my submission for the Giantslayer AP

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