DM RichD's Giantslayer Campaign

Game Master Briccone

GiantSlayer Book 3: Forge of the Giant God
Part 3: Cathedral of minderhal

The heroes must infiltrate the ruined temple of an ancient giant god and defeat the Storm Tyrant’s lieutenant to prevent the warlord from gathering an even larger army. Within the cathedral, the adventurers also discover a powerful artifact that they must reactivate before they can make use of its magic.


1 to 50 of 214 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Adventure Background

You are sent by your clan to the town of Trunau as emissaries to establish trade and diplomatic relations.

Character Creation Guidelines

- Character must be a dwarf.
- 20 point character buy. All scores 10 or greater after racial adjustments.
- Pathfinder Core Rule Book & Advanced Player’s Guide only.
- Two traits. One must be from the Giantslayer Player’s Guide. The other may be almost any Campaign or Basic trait from any Paizo book.
- Maximum gold for 1st level, maximum hit points all levels.
- Alignment. LG, NG preferred. CG, LN, TN acceptable. NO CN or evil.
- A four person balanced party will be selected. One from each of the following categories:
Warrior
Divine
Arcane
Skill
I have someone playing a druid who is guaranteed a spot for a five party total. Please indicate which category you would like your character to be considered. i.e. if you are submitting a Ranger who is more into finding traps/scouting and not martial, then you would submit under ‘Skill’.

-In addition to category please submit the following: A complete character sheet, including description, history & timezone in GMT. No need for an alias yet. Only selected characters will need to set one up.

- I highly recommend downloading the Giantslayer Player’s Guide.

Micellaneous
-Recommended post once per weekday, once per weekend.
-I am by no means a rules expert, so if I miss something or you disagree with something, please feel free to PM me.
-This is your game and I am here to make sure you have fun. I am always open to suggestions especially if something is ‘not working’.
-Recruitment will end on Friday, 05/22/2015 at 12:00PM EST.
-Decision will be made by Sunday, 05/24/2015.
-Gameplay will start on Monday, 05/25/2015.


Gnok here. I am the someone playing a druid. Gnok is a secondary healer, tank, with some skills.

Character sheet almost complete. Need to finish history, description, some equipment and perhaps change the Campaign Trait.


Gnok, would a paladin step on your toes?


I am the "other" category, so the DM still needs all four of the other categories. A Paladin would fit the warrior category.

If you are asking would Gnok have an issue with a Paladin the answer is nope. Gnok is NG. He might bristle a bit occasionally but a fellow dwarf is a fellow dwarf.

Dark Archive

I know you say CR and APG only, but would you allow a dwarf only archetype such as, Forgemaster for cleric?

Sovereign Court

Dotting for interest.


I have a Deja Vû

Good luck and have fun!


Is the god specific stuff allowed, or is it only usable as fluff?

Grand Lodge

Interested , just need to make a character that fits requirements


@drayen: I will allow the Dwarf-Specific archetypes which includes Forgemaster, but giving up channel energy is rough...

@Nohwear: Not sure what you mean by god specific stuff?


Alright, I would like to present Sergei von Janderhoff, a Dwarven Paladin (Stonelord) 1 for consideration :-)

I am applying for the Warrior role.

My current time zone is GMT+10.


ok applying for arcane, sorcerer empyreal wildblooded with the profile seen here, which will be finished shortly

This requires that I use ultimate magic for the wildblooded archtype, which makes an arcane dwarven caster possible without the horrible charisma issue for Sorcerer.

If you have an issue with this I can do some switching for a wizard, but perfer the Sorcerer. Thanks


Here are the submissions I have so far. Please let me know if there is anything/anyone I am missing or if anything is incorrect:

Warrior
Sergei von Janderhoff/Paladin (Stonelord) 1/CS: Yes/Desc: Yes/History: Yes /TZ:GMT+10
Nohwear/Paladin?/CS: No/Desc: No/History: No /TZ:GMT?

Divine
drayden/Cleric (Forgemaster)?/CS: No/Desc: No/History: No /TZ:GMT?

Arcane
Pink-Eye/Sorcerer (empyreal wildblooded)/CS: Yes/Desc: Yes/History: Yes /TZ:GMT?

Skill
[No Submissions]

Other (Already Selected)
Gnok Earthstone/Druid 1/CS: Yes/Desc: No/History: No/TZ:GMT-5


Dotting for interest :)


I would be very interested to play Khavar "Brighteyes" Skuddison, a LN Dwarf Wizard (Diviner), so obviously an arcane character. My idea is that he's a former apprentice of the Order of Cyphers in Riddleport who got fed up with all the rivalry and in-fighting there and went back to his clan. Unlike most dwarves (and wizards, for that matter), he's not bad with Diplomacy and making friends. I'll make a complete character sheet shortly.

My timezone is GMT+2.


Will be submitting a dwarf rogue of some flavor.


I'd be up for a Dwarven ranger filling in the skill category.
About the only area that would leave very weak is trap finding. Is there a ranger archetype that gives that? I seem to remember a trait from another AP that allowed that (the Mummy's Mask) if there is not an archetype.


Urban Ranger archetype (APG) gives trap finding, as well as "Trap Finder" campaign trait from the Mummy's Mask AP.


Any possibility of playing a human adopted by dwarves, ala Captain Carrot from discworld?


Here is drayen's submission. I am submitting for the Divine slot. Description and history forthcoming. I am GMT -6, but I work graveyard so I post quite often in the middle of the night. Character sheet is mostly done, I just need to calculate the weight and cost of the gear.

@DMRichD - I agree that the loss of channel energy can be harsh, but with two divine casters who can heal it should be somewhat mitigated.

@Aer Recruitment Placeholder - The Trapper archetype also has trapfinding.


Description and History updated. Also change two stats (switched a 15 & 16).


I'm working on a Fighter for the warrior section. Hope to have him ready by tomorrow


Skill ranger checking in!

Will have the crunch up on the profile within the hour


All crunch up on profile

Also posted here for ease of review:

Crunch:

Davor Blackiron
Dwarf Ranger [guide/trapper] 1
NG Medium Humanoid (Dwarf)

Init +2/+4 Sense Darkvision 60ft; Perception

===Defense===
AC 17/21 T 11/15 FF 15/19 (+5Armor; +2Dex; +4 vs Giants)
HP 12
Fort +4 Ref +4 Will +1
Spell resistance 6
Special Defenses Magic Resistance; Defensive Training; Trap finding

===Offense===
Speed 20ft
Melee Dwarven Waraxe +2/+4 (1d10+3/20x3); Dwarven Maulaxe +2/+4 (1d6/20x3)
Ranged +3/+5
Special Attacks Ranger’s Focus (1/d)

===Statistics===
Str 16 Dex 14 Con 15 Int 10 Wis 12 Cha 10
BAB +1 CMB +4 CMD 16
Feats Two-Weapon Fighting
Skills Survival 5/7, Stealth 6, Perception 5, Knowledge(history) 4/6, Disable Device 6, Climb 7
Special Qualities Wild Empathy; Track; Weapon familiarity (Dwarf); Mountaineer; Lorekeeper; Stonecunning; Giant Hunter
Traits Orphaned by Giants; Tunnel Fighter
Gear Chainshirt (+4AC), Armored Kilt (+1AC), Dwarven Maulaxe(1d6+1/20x3), Dwarven Waraxe (1d10+3/20x3), 125Gp

I'm in the Rocky Mountain time zone (I believe that's UTC-7?)


Warrior
Sergei von Janderhoff / Paladin (Stonelord), LG, GMT+10
Nohwear / Paladin, ??, GMT?
TreasureFox / Fighter, ??, GMT?

Divine
Fkald Earthgauntlet / Cleric (Forgemaster), LG, GMT?

Arcane
Pink-Eye / Sorcerer (empyreal wildblooded), LN, GMT?
Antariuk(Khavar "Brighteyes" Skuddison), LN, Wizard (Diviner), GMT+2

Skill
Bilbo Bang-Bang / Rogue, ??, GMT?
Aer recruitment placeholder / Ranger, ??, GMT?
Davor Blackiron / Ranger, NG, GMT-7

Other (Already Selected)
Gnok Earthstone / Druid, NG, GMT-5

Dotted – class not stated
nightdeath
Beardsmith
froggalpha
Paladin of Baha-who?


@ Paladin of Baha-who?: I would prefer a party of all dwarves. Just something I always wanted to do.

@Gnok: Thanks for the updated list.


Gnok Earthstone wrote:


Divine
Fkald Earthgauntlet / Cleric (Forgemaster), LG, GMT?

Still GMT -6


Fkald Earthgauntlet wrote:
Gnok Earthstone wrote:


Divine
Fkald Earthgauntlet / Cleric (Forgemaster), LG, GMT?
Still GMT -6

Oops, Guess I need new glasses.


GMT-5 central standard time here


Love dwarves! I'd like to put forward Kranzer Kraken-Maw as a skill character for this campaign. I am GMT-5.


I'd like to throw my hat in to the ring for the Skilled Character. I present, Dorin Ironbars, Dwarven Alchemist.

Dorin Ironbars:
DORIN IRONBARS
_____________________________________________
(Male / Medium / Alchemist Lvl 1)
(NG / Dwarf)
Init +3; Senses Perception +4, Survival +0
_____________________________________________
BUFFS
_____________________________________________
-
_____________________________________________
DEFENSE
_____________________________________________
AC +16, touch +13, flat-footed +13
(+3 Armor, +3 Dex)
[b]Hp
9 Temp hp []
Fort +3,Ref +5, Will +0
_____________________________________________
OFFENSE
_____________________________________________
Speed 20ft
Melee Battleaxe +0 (1d8+0x3)
Ranged Light Crossbow +3 (1d8/19-20x2)
Special Attacks Bombs 4/Day
Pointblank Shot
Throw Anything
_____________________________________________
STATISTICS
_____________________________________________
Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD +13
Feats Pointblank Shot,
Traits Vexing Defender(CT), Armour Expert
Skills Acrobatics +7(+11 to move through a larger enemies space)(CT), Appraise +7(+9vrs jewels/gold), Craft(Alchemy) +8, Craft(Weapons) +7, Disable Device +7, Knowledge(Nature) +7, Perception +4(+6vrs hidden doors/traps in stonework and Trapfinding on these), Use Magic Device +4; -0 ACP
Languages Common, Dwarf, Goblin, Orc, Giant
SQ Alchemy, Bombs(1d6) 4/day, Brew Potion, Mutagen, Throw Anything
Load
Gear Studded Leather Armour, Battleaxe, Dagger, Light Crossbow, Alchemist Kit(This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.), Artisans Tools(Common), Bolts(20); 61gp
_____________________________________
FORMULAE BOOK
_____________________________________
1st Adhesive Spittle
Bombers Eye
Cure Light Wounds
Enlarge Person
Shield

_________________________________________
PERSONAL INFORMATION
_________________________________________
Age 58
Height 4ft 5
Weight 150lbs
Eye Color Green
Facial Hair Color Red
Region of Origin Trunau
Deity Torag

Physical Appearance Though relatively lithe for a Dwarf, Dorin bears the marks of many years of hard work with the hammer, sporting the tell tale corded arms and heavy shoulders of a true Dwarven smith. Dorin keeps his head shaved clean and his beard and eyebrows trimmed tight to his face, a recent move on his part, to combat the potential for burning, inherent in his new vocation. Dorin wears a heavily repaired but smart and functional set of black studded leather armour, over tough but breathable clothing. Around his neck he wears a heavy black scarf, which he uses to cover the lower part of his face while working with noxious chemicals and atop his head sits a pair of battered goggles. His hands, arms and torso bear the marks of many burn scars, from both forge and alchemy. He is rarely seen without a rolled cigarette in his mouth.

Personality Raised by his parents in the town of Trunau, Dorin grew up hard, but kind and caring. Dorin is gruff, often rude, but quick to laugh and even quicker to offer a helping hand. His parents raised him to be considerate of others, but living in Trunau has left him with a rough exterior.
___________________________________________
HISTORY
___________________________________________

Born and raised in Trunau, Dorin learned the art of blacksmithing from both his parents, who worked tirelessly, his mother as a Weaponsmith of some regard and his father as a well known Armourer, to aid the settlement in its ongoing war of survival. Dorin from an early age learned that it was his duty, as a citizen of the town, to be prepared to rise to its defence at the drop of a hat and it is for this very reason that, when he came of age, he joined the towns militia, learning the use of a crossbow and the battleaxe that be carries to this day.

It was during his time with the militia that Dorin began to dream of more. He hated the thought of just waiting here to be slaughtered and he dreamed of one day travelling forth from
Trunau, in search of adventure and perhaps a way to save his town. This dream never came to fruition, sadly, as his mother took ill and it fell to Dorin to maintain her backlog of work.

During his time working as a Smith in the town, Dorin became interested in the craft of alchemy. He found by mixing certain regents he could add new properties to his weaponry, even if only for a short time. With this in mind, and still searching for a way to help his town, Dorin began to supplement his studies as a blacksmith, with those of Alchemy. It was through this new line of interest and study that Dorin finally decided to set himself on his current path. With the knowledge of his parents to guide him, he sets forth into a new realm of discovery, eager to test his new trade in the hopes of bringing peace to his settlement.

And I am GMT+0


Dorin Ironbars fully built and for consideration.


Here are the submissions I have so far. Please let me know if there is anything/anyone I am missing or if anything is incorrect:

Warrior
Sergei von Janderhoff/Paladin (Stonelord) 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ:GMT+10
Nohwear/Paladin?/CS: No/Desc: No/History: No /TZ:GMT?
TreasureFox/Fighter ?/CS: No/Desc: No/History: No /TZ:GMT?

Divine
Fkald Earthgauntlet /Cleric (Forgemaster) 1/LG/CS: Yes/Desc: Yes/History: No /TZ:GMT-6

Arcane
Pink-Eye/Sorcerer (empyreal wildblooded)/LN/CS: Yes/Desc: Yes/History: Yes /TZ:GMT-5
Khavar “Brighteyes” Skuddison/Wizard (Diviner)/LN/CS:No/Desc: No/History: No/TZ:GMT+2

Skill
Davor Blackiron/Ranger 1/NG/CS:Yes/Desc:Yes/History:Yes/TZ:GMT-7
Kranzer Kraken-Maw/Rogue 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-5
Dorin ‘Dor’ Ironbars/Alchemist 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT 0
Bilbo Bang-Bang/rogue?/?/CS:No/Desc: No/History: No/TZ:?
Aer recruitment placeholder/ranger?/?/CS:No/Desc: No/History: No/TZ:?

Other (Already Selected)
Gnok Earthstone/Druid 1/CS: Yes/Desc: Yes/History: Yes/TZ:GMT-5

Dotted – class not stated
nightdeath
Beardsmith
froggalpha
Paladin of Baha-who?


Ignatius Lorekeeper, Savage Skald Bard (Skill) for consideration.

Stat Block:
]
Ignatius Lorekeeper
Neutral Good Medium Dwarf
Level 1 Bard- Savage Skald (Favored Class-Bard)
Init +0; Darkvision 60' Perception +6
-----Defense-----
AC 16 (10+4+2), touch 10, flat-footed 16 (+4 Dodge bonus vs giant)
hp 9 (1d8+Con)
Fort +1, Ref +2, Will +4 (+2 racial bonus vs poison, spells, and spell-like abilities)
-----Offense-----
Speed 20ft.
Special Attacks: Bardic Performance; Spells
-----Statistics-----
Str14, Dex10, Con12, Int12, Wis15, Cha14
Base Atk+0; melee+2; ranged+0; CMB=2; CMD=12 (+4 racial bonus to CMD vs bull rush or trip attempt while standing on the ground)
Feats: Lingering Performance

Skills:

Skill = # (# Ranks[+3Class]/# Ability; +#Bonus)

Acrobatics* (Dex) = 0 (0/0)
Appraise (Int) = 0 (0/1)
Bluff (Cha) = 0 (0/2)
Climb* (Str) = 0 (0/2)
Craft (Int) = 0 (0/1)
Diplomacy (Cha) = 0 (0/2)
X-Disable Device* (Dex) = X (0/0)
Disguise (Cha) = 0 (0/2)
Escape Artist* (Dex) = 0 (0/0)
Fly* (Dex) = 0 (0/0)
X-Handle Animal (Cha) = 0 (0/2)
Heal (Wis) = 0 (0/2)
Intimidate (Cha) = 0 (0/2)
X-Knowledge (arcana) (Int) = 5 (1+3/1)
X-Knowledge (dungeoneering) (Int) = 2 (0/1; +1 Bardic Knowledge-use untrained)
X-Knowledge (engineering) (Int) = 2 (0/1; +1 Bardic Knowledge-use untrained)
X-Knowledge (geography) (Int) = 2 (0/1; +1 Bardic Knowledge-use untrained)
X-Knowledge (history) (Int) = 8 (1+3/1; ; +1 Bardic Knowledge +2 Racial-Lorekeeper)
X-Knowledge (local) (Int) = 5 (1+3/1; +1 Bardic Knowledge-use untrained)
X-Knowledge (nature) (Int) = 2 (0/1; +1 Bardic Knowledge-use untrained)
X-Knowledge (nobility) (Int) = 2 (0/1; +1 Bardic Knowledge-use untrained)
X-Knowledge (planes) (Int) = 2 (0/1; +1 Bardic Knowledge-use untrained)
X-Knowledge (religion) (Int) = 2 (0/1; +1 Bardic Knowledge-use untrained)
X-Linguistics (Int) = 5 (1+3/1)
Perception (Wis) = 6 (1+3/2)
Perform - Song (Cha) = 6 (1+3/2)
Perform - Oratory (Cha) = 6 (1+3/2)

X-Profession (Wis) = X (0/2)
Ride* (Dex) = 0 (0/0)
Sense Motive (Wis) = 2 (0/2)
X-Sleight of Hand (Dex) = X (0/0)
X-Spellcraft (Int) = 5 (1+3/1)
Stealth* (Dex) = 0 (0/0)
Survival (Wis) = 0 (0/2)
Swim* (Str) = 0 (0/2)
X-Use Magic Device (Cha) = 7 (1+3/2; +1 Trait)

* Armor check penalty applies
X- Trained only
Class Skill

Languages Dwarven, Common, Orc, Terran(Trait)
Linguistics Languages: Giant

SQ

Racial:

Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Hatred: +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.
Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapons/Armor:

Weapon proficiency: All simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Armor Proficiency: Light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Class Skills:

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A savage skald gains the following types of bardic performance

Inspiring Blow (Su): A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance. This performance replaces fascinate.

Incite Rage (Su): At 6th level, a savage skald can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard's performance; however, unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion.

Song of the Fallen (Sp): At 10th level, a savage skald can duplicate the effect of a horn of Valhalla. This effect requires 10 continuous rounds of performance and summons barbarians as a silver horn at 10th level, as a brass horn at 13th level, as a bronze horn at 16th level, and as an iron horn at 19th level. The warriors remain only as long as the bard continues his performance. This ability requires audible components. This performance replaces jack of all trades.

Berserkergang (Ex): At 12th level, a savage skald can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components. This performance replaces soothing performance.

Battle Song (Su): At 18th level, a savage skald can affect all allies within 30 feet when using performance to incite rage. This performance replaces mass suggestion.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after thesaving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes aPerform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, thePerform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) orillusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus onsaving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to becomeshaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type ofPerform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff,Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

-----Spells Known-----:

Cantrips(4)
Detect Magic
Read Magic
Prestidigitation
Dancing Lights

Level 1(2)
Comprehend Languages
Cure Light Wounds

-----Spells Per Day-----:

Cantrips do not consume any slots and may be used again.
Level 1 = 4 Spells/day

-----Traits-----:

Artifact Hunter: +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks. Whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.
Unintentional Linguist: You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.

-----Gear-----:

Chain Shirt (100pg) AC+4 Max Dex+4 AC check penalty –2
Hvy Steel Shield(20gp) AC+2 AC check penalty –2
Dwarven Waraxe (30 gp/8lb) 1d8/1d10 X3 Slashing
Pathfinder Kit (12gp/22 lbs*)backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. *10lbs if bedroll-rations left on mount/camp.
Grooming Kit (1gp/2lb) pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Journal (10gp/1lb) a blank, lightweight book with an oilskin cover. It has 50 paper pages.
7gp

Physical Description:

Ignatius is 62yrs old, Stands 4'5", weighs 175lb
Ignatius is typical of a dwarf, long black hair and beard braided with fine metal loops and decor. Steely eyes peer out from under bushy eyebrows, and most remarkably - and somewhat disconcertingly, the dwarf seems to be smiling - although it is hard to tell under the beard.

Personality:

Ignatius is an idealist, always looking for the great adventure, the noble hero, glory and greatness. He has grown up on the legends of heros and stories of artifacts wielded to save the day, if not the world. He is starting to appreciate what greatness really means - when he isn't distracted by tales of relics and ages past.

Background:

Ignatius Lorekeeper grew up hearing the tales of great dwarven heroes, of mighty empires and powerful relics of great and terrible magic. As a young dwarf, her dreamed of finding such treasures, of participating in great battles and becoming a legend. He left his settlement, and stared to follow tales of lost relics and grand adventure. Instead of greatness and glory, Ignatius has come to Trunau. A lonely island of "civilized" folk among a sea of orcs and worse. It was a wonder the city stood, and although he initially looked down upon the settlement, there was something heroic in its people, noble, and worthy of record. And then he learned of the siegestone. Plus he had a few good leads to track down concerning the relics, and has not had a chance to speak with Agrit Staginsdar about some information he learned in Janderhoff.

Timezone = GMT-5 (ET)


I shall be throwing in Wulfrum Boulderhead, a rather gruff and cranky Inquisitor of Torag (Sacred Huntmaster) (Divine) for consideration. I have always had a rather fondness for Dwarves and have realized I've never made a Torag Priest so here he is, in all his grumpy glory.

Stat Block:

Wulfrum Boulderhead
Male Inquisitor (Sacred Huntmaster) 1
NG Medium humanoid (Dwarf)
Init +1; Senses Darkvision 60 ft.
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 17 (+8 armor, +1 Dex)
hp 10 (1d8+1+1per level)
Fort +3, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Warhammer +3 1d8+3
Melee Heavy Shield -1 1d4+3
Melee Gauntlet +3 1d3+3
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 14/13Fl
Feats Weapon Focus Warhammer; Saving Shield
Traits Dragonfoe (Campaign); Militant Merchant (Racial[Taldor, Echoes of Glory])
Skills Climb +0; Heal +7; Intimidate +5; Perception +8; Survival+7; Swim +0
Languages Common; Dwarven
Combat Gear Warhammer, Heavy Steel Shield, Chainmail
Other Gear Cleric's outfit, backpack, bedroll, belt pouch, flint and steel, rope, waterskin x2, tankard, flask, weapon cord, Holy Symbol Silver, Blanket, snuffbox tin, grapple hook, pipe for smoking, tobacco weed (bout a weeks worth)
--------------------
Special Abilities
--------------------
Animal Companion (Bear)
Aura
Darkvision 60
Defensive Traing+4 Giants, +1 Dragons(+2 reflex vs breath)Giant
Deflection Aura 1 round/day
Giant Hunter +1 attack/+2 tracking
Greed
Hardy +2
Monster Lore +3
Mountaineer
Saving Shield
Slow and Steady
Stonecunning+2
Weapon cord attached to Warhammer
Some of the above was derived from Alternate Racial Traits: Giant Hunter And Mountain Dwarf
---------------------
Spells
---------------------
Lvl 0 Brand; Create Water; Detect Magic; Detect Poison
LVl 1 Bless; Cure Light Wounds


Backstory:

Torag is a mighty god, creator of the dwarves and of the world. It was his chosen that should have inherited the earth but Torag was also a proud god and knew that they should not just have what he made for him, thus challenges were built into the world. He made enemies for the dwarves and drove them to battle against the dwarves not out of anger at his chosen but out of compassion. He wished to see them prosper and grow through the ages and to do that they needed challenges.

Wulfrum believed these words to the bottom of his stomach as it was much larger then his heart. It was with this belief that he swore to take down the mightiest of the challenges the world brought the proud dwarves, the giants and the dragons. The dragons stole the treasures and the gold that the dwarves spent so much time and effort collect and they should pay. And it was the Giants who terrorized the mountains making trade difficult for the dwarves to get the supplies they needed to continue their everyday lives.

During his youth, he walked the mountain contemplating the teaching of Torag. It was during one of these treks at the ripe age of 50 that he found a cub, it's mother slain and part of it's remains left behind by what he believed to be a Giant attack. He picked up the bear cub expecting it to be dead only to find that the poor thing was barely hanging on. He rushed it home where he nursed it back to health and brought it up. The other clergymen laughed at him for keeping the bear around but didn't dare ask him to put it out as it was the kindest thing they'd seen the grumpy dwarf do. And so it came to be that Uffo followed Wulfrum where ever he traveled and protected his master.

It was with these reasons that he began to walk the path as a Hammer for the mighty god, sent to smite all the evil that lurked around the mountain in which he was born. He studied many things about his foes, where they lived, how they fought, and how to use the terrain they held. And so he began the trek down from the Mindspin Mountains to the quaint town know as Trunau.

He knew the town had been dealing with Orc and Giants alike and if there was one place to start his divine work, well it might as well be the village that helped supply his home with the food they needed. He knew a few of the blacksmiths of the area down there, having blessed a hopeknife or two in his youth for those of proud families that had down the divine work before he took up his mantle. And so he stayed at the Ramblehouse, a quaint inn ran by those fortunate halflings that had managed to escape slavery.


Role in Party:

Will be the Divine caster of the group, much like any dwarf he will prefer to be in the midst of the fray with his fellow clansmen or brethren in hopes that he will be able to protect them and aid them more quickly. Time zone is GMT -6 or Central Time


Ok, here's Kharvar "Brighteyes" Skuddison

Appearance:

Khavar has fiery red hair and sports intricate, arcane tattoos on his cheeks and his forearms - a constant reminder of his time as an apprentice in the Order of the Cyphers. His bright grey eyes are in stark contrast to this hair and tattoos and gave him his nickname, „Brighteyes“ (although the first person to ever call Khavar like that was a blind woman). He isn't as muscular as the average dwarf and likes to dress in light clothes such as monk's robes, but despite his lack of phsysical strength Khavar is surprisingly hardy and can hold his own in any drinking contest, which he likes to prove as often as possible.

Origins:

Kharvar was born in Janderhoff and lived most of his life in the shadow of the Sky Citadel. Thanks to his father's merchant business, he saw lots of foreign traders and adventurers from Khorvorsa and other, even more distant cities, and he learned their languages and listened to their stories with great interest. The most fascinating stories were those about giants, and much to his family's chagrin Kharvar developed a special interest in giantkin.
Lacking the physical strengh of his brother, Kharvar had an arcane talent instead that is rarely seen amongst dwarves. Since his family couldn't (or didn't want to) afford a prestigeous tutor in Janderhoff, Kharvar only learned the most basic principles of arcane magic – until he met a wandering Cyphermage. Fascinated by the knowledge and powers of the man, Kharvar begged his father to let him study in the Cypher Lodge in faraway Riddleport, a wish he was finally granted.
At the Cypher Lodge, Kharvar was accepted as an apprentice and became a popular student thanks to his meticular writing and his knack for dealing with different cultures and personalities. The city's criminal athmosphere didn't bother Kharvar too much at first, but over time he saw that the members of the Order of Cyphers weren't so much better with all the intense rivalry and infighting. When a group of older apprentices stole the work of months from Kharvar, he finally had enough and left to find a better place.
His return to Janderhoff was a frosty affair, not only because his brother had taken over their father's business in the meantime but also because apparently Kharvar had become „too foreign“ in his ways. Remembering his interest in the culture of giants, Kharvar left Janderhoff and befriended a cloud giant who taught him the ways of his people in return for magical scrolls and tales about the Cyphergate. Armed with his new knowledge, Kharvar moved further north and eventually found himself in Trunau.
Intrigued by the grim frontier philosophy of Trunau's citizens, Kharvar stayed. He found a kindred spirit in Agrit Staginsdar, owner of the „House of Wonders“, probably because they followed their own heart and not their family's wishes. He and Agrit shared stories and had heated debates about principles of arcane magic, and Kharvar thinks they might becoming real friends. When he is not copying spells or writing letters for someone, he usually hangs out in her shop, listening to some tale about the town's violent past or tryong to convince Agrit to get a tattoo.

Personality:

Kharvar is open-hearded and open-minded and quickly finds new friends or contacts wherever he goes, which often suprises people who are accustomed to dwarves with a more gruffy demeanor. He believes that there are rules everywhere in life, one only has to look closely and see the pattern. If confronted with people of different believes, Kharvar tries his best to convince them of his point of view, but unless his sensitivities are seriously offended he never preaches or persecutes.
Khavar's most serious character flaw is that he unconciously expects most people to operate under assumptions and insights similar to his own, which either leads him to overestimate or underestimate a person, especially when it comes to criminal intent.

Statistics:

Khavar "Brighteyes" Skuddison
Male dwarf diviner 1 (foresight)
LN Medium Humanoid (dwarf)
Init +6; Senses Darkvision; Perception +0 (+2 before surprise round)
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10 (Dex +0)
hp 8 (1d6+2)
Fort +2, Ref +0, Will +2; +2 vs. poison, spells, spell-likes
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
OFFENSE
--------------------
Speed 20 ft.
Melee dagger +0 (1d4/19-20) or warhammer +0 (1d8/×3)
Special Attacks +1 on attack rolls agains goblinoids and orc humanoids
Diviner Spells Prepared (CL 1st; concentration +4)
1st – comprehend languages, mage armor, magic missile
0 (at will) – detect magic, message, resistance
Opposition Schools enchantment, necromancy
--------------------
STATISTICS
--------------------
Str 10, Dex 10 Con 14, Int 17, Wis 10, Cha 13
BAB[b] +0, [b]CMB[b] +0, [b]CMD[b] 10 (14 vs. bull rush or trip)
[b]Feats
Improved Initiative, Scribe Scroll
Traits Giant Ambivalence, Student of Giantkind
Skills Diplomacy +8, Kn (arcana) +7, Kn (history) +7, Kn (local) +7, Linguistics +7, Spellcraft +7
Languages Azlanti, Common, Dwarven, Giant, Orc, Terran, Undercommon.
SQ Arcane bond (thrush familiar), forewarned, prescience (6/day), weapon familiarity.
Combat Gear Warhammer, dagger, scroll of protection from evil, scroll of enlarge person (6 lbs.); Other Gear Monk's outfit, backpack, bedroll, waterskin, rations (5), flint & steel, case (scrolls), parchment (20 sheets), candles (7), ink (1 vial), inkpen, chalk (1 piece), soap, Harrow deck (common), signet ring. (19,5 lbs.)
Light Load 33 lbs., Medium Load 66 lbs., Heavy Load 100 lbs.
Gold 18 gp, 8 sp, 2 cp.

Alternate Racial Traits:

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces the greed racial trait.

Stonesinger: Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability. This racial trait replaces the stonecunning racial trait.

Campaign Traits:

Student of Giantkind: You’ve always been fascinated by the giant races, and have devoted a considerable amount of time to studying their history and societies, gaining insight into the way they think and use their abilities. You gain a +1 trait bonus on Diplomacy checks against creatures with the giant subtype and a +1 trait bonus on Knowledge (local) checks regarding creatures with the giant subtype, and one of these skills (your choice) becomes a class skill for you. In addition, you know the Giant language (this does not count toward your number of languages).

Giant Ambivalence (Regional): You witnessed or were otherwise strongly inflenced by two separate acts by giants, one of great benefience and one ofgreat violence. You reflexively gauge the intentions of powerful creatures in case they turn to violence. You gain a +1 trait bonus on initiative checks. You also gain a +1 trait bonus on Sense Motive checks, and a +2 trait bonus on Perception checks to not be surprised in a surprise round of combat.

Forewarned:

You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Prescience:

At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Khavar's Spellbook:

1st – color spray, comprehend languages, enlarge person, mage armor, magic missile, protection from evil
0 – acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark


Here are the submissions I have so far. Please let me know if there is anything/anyone I am missing or if anything is incorrect:

Warrior
Sergei von Janderhoff/Paladin (Stonelord) 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ:GMT+10
Nohwear/Paladin?/CS: No/Desc: No/History: No /TZ:GMT?
TreasureFox/Fighter ?/CS: No/Desc: No/History: No /TZ:GMT?

Divine
Fkald Earthgauntlet /Cleric (Forgemaster) 1/LG/CS: Yes/Desc: Yes/History: No /TZ:GMT-6
Wulfrum Boulderhead/Inquisitor (Sacred Huntmaster) 1 (Torag)/NG/CS: Yes/Desc: No/History: Yes/TZ:GMT-6

Arcane
Pink-Eye/Sorcerer (empyreal wildblooded)/LN/CS: Yes/Desc: Yes/History: Yes /TZ:GMT-5
Khavar “Brighteyes” Skuddison/Wizard (Diviner)/LN/CS:Yes/Desc: Yes/History: Yes/TZ:GMT+2

Skill
Davor Blackiron/Ranger 1/NG/CS:Yes/Desc:Yes/History:Yes/TZ:GMT-7
Kranzer Kraken-Maw/Rogue 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-5
Dorin ‘Dor’ Ironbars/Alchemist 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT 0
Bilbo Bang-Bang/rogue?/?/CS:No/Desc: No/History: No/TZ:?
Aer recruitment placeholder/ranger?/?/CS:No/Desc: No/History: No/TZ:?

Other (Already Selected)
Gnok Earthstone/Druid 1/CS: Yes/Desc: Yes/History: Yes/TZ:GMT-5

Dotted – class not stated
nightdeath
Beardsmith
froggalpha
Paladin of Baha-who?


Forgive me I realized with a bit of help that I forgot to put up my description for Wulfrum so here we go

Description:

Wulfrum is a rather typical dwarf by most standards. He stands a bit taller then average at about fifty three inches. He is by no means a small dwarf in the waste. His stomach bellowing out a fair bit more then his chest making him a heavier set man. His long flowing beard he wears with pride careful not to damage it in fights but tucking it in under chainmail. His hair though is kept short to keep out of his eyes as the black hair would be a detriment to saving his brethren. His shield, kept in his right hand bears the insignia of his God proudly, with a smaller coat of arms tucked in towards the bottom for his family. After battle he fixes any scaring and marking that may have tarnished the crests. He wears his backpack till Uffo comes of age, then the bear will start carrying it's own weight. The black bear is a bit of a runt for a bear cub but given that he was found starving for a bit it makes sense. He wears a scar proudly that cleaves his right eyebrow and cheek. He was fortunately enough that the eye didn't receive any damage but all the same it stands out like a sore thumb with the missing chunk of bone and sunken flesh outlining his face. Perhaps that is why the man always wears a scowl on his face and seems pissed at the world. But those who have know him long enough know that he was a grumpy dwarf from birth. His steel colored eyes pierce those he talks to.


Background is now finished and attached to the character sheet.


Here are the submissions I have so far. Please let me know if there is anything/anyone I am missing or if anything is incorrect:

Warrior
Sergei von Janderhoff/Paladin (Stonelord) 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ:GMT+10
Nohwear/Paladin?/CS: No/Desc: No/History: No /TZ:GMT?
TreasureFox/Fighter ?/CS: No/Desc: No/History: No /TZ:GMT?

Divine
Fkald Earthgauntlet /Cleric (Forgemaster) 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ:GMT-6
Wulfrum Boulderhead/Inquisitor (Sacred Huntmaster) 1 (Torag)/NG/CS: Yes/Desc: Yes/History: Yes/TZ:GMT-6

Arcane
Pink-Eye/Sorcerer (empyreal wildblooded)/LN/CS: Yes/Desc: Yes/History: Yes /TZ:GMT-5
Khavar “Brighteyes” Skuddison/Wizard (Diviner)/LN/CS:Yes/Desc: Yes/History: Yes/TZ:GMT+2

Skill
Davor Blackiron/Ranger 1/NG/CS:Yes/Desc:Yes/History:Yes/TZ:GMT-7
Kranzer Kraken-Maw/Rogue 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-5
Dorin ‘Dor’ Ironbars/Alchemist 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT 0
Ignatius Lorekeeper/Bard (Davage Skald) 1/NG/CS:Yes/Desc:Yes/History:Yes/TZ:GMT-5
Bilbo Bang-Bang/rogue?/?/CS:No/Desc: No/History: No/TZ:?
Aer recruitment placeholder/ranger?/?/CS:No/Desc: No/History: No/TZ:?

Other (Already Selected)
Gnok Earthstone/Druid 1/CS: Yes/Desc: Yes/History: Yes/TZ:GMT-5

Dotted – class not stated
nightdeath
Beardsmith
froggalpha
Paladin of Baha-who?


Oh, why not? Sounds like a fun group. So I'd like to pitch a barbarian dwarf - battle rager, really, named Bormann Grimm.

Bormann Grimm:

Bormann Grimm
Male dwarf barbarian (invulnerable rager) 1 (Pathfinder RPG Advanced Player's Guide 79)
N Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 15 (1d12+3)
Fort +5, Ref +2, Will +1; +2 vs. poison, spells, and spell-like abilities, +2 trait bonus vs. fear
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . greataxe +4 (1d12+4/×3)
Ranged shortbow +2 (1d6/×3)
Special Attacks hatred, rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Raging Vitality[APG]
Traits courageous, roll with it
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +3, Intimidate +3, Knowledge (nature) +4, Perception +5 (+7 to notice unusual stonework), Survival +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement
Other Gear scale mail, arrows (20), dagger, greataxe, shortbow, backpack, bedroll, belt pouch, blanket, flint and steel, hemp rope (50 ft.), mug/tankard, sack, sack, sack, trail rations (5), waterskin, whetstone, 67 gp, 5 sp, 6 cp
--------------------
Special Abilities
--------------------
Courageous +2 save vs. fear.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Roll With It (2/day) Negate critical hit from giantish foe.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

--------------------
Bormann Grimm comes from a long line of doughty warriors. The Grimm clan once served the greatest lords of the Sky Citadels, particularly at Koldukar, as elite warriors. When the orcs under Belkzen conquered Koldukar, clan patriarch Gordoc Grimm swore the extended family to the path of vengeance. Grimms have followed that path to this day, though their status as elite warriors has transformed over the years from being canny fighters to being battle ragers, unleashing brutal power by daring death in a lethal frenzy. Bormann continues this proud tradition and serves as a guard for traders around the Belkzen region so that he may increase his chances of encountering (and thus destroying) orcs and their allies. No challenge is too tough for a Grimm.

Grimms are usually fairly humorless, taking life a bit too seriously for their own good. Bormann also proudly follows in this tradition. It is only in the din of battle that a Grimm is likely to smile and that is for the joy of destroying the enemies of the dwarves.

The invulnerable rager seemed a good fit as an archetype from the APG. I haven't played a barbarian under PF rules yet and I'm interested in seeing how rage powers work for me. Otherwise, he's fairly traditional barbarian.

My timezone is CDT (currently) or America/Chicago by other naming standards. GMT-5 while under daylight saving time (GMT-6 normally). Egad, DST annoys me.


Dotting, as I have a Dwarven Bloodrager concept in my head. Probably won't be able to stat her much until the weekend. She would be a Warrior type.

My timezone: Uh, EDT? That's GMT -4.

Yaay, DST.


No wait, my concept was a Halfling Bloodrager...I'll try to think of something.

Sovereign Court

I still can't think of what to play currently, Oh well I'll see if any muse strikes me.....


ONE WEEK LEFT!

Here are the submissions I have so far. Please let me know if there is anything/anyone I am missing or if anything is incorrect:

Warrior
Sergei von Janderhoff/Paladin (Stonelord) 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ:GMT+10
Bormann Grimm/Barbarian (Invulnerable Rager) 1/N/CS:Yes/Desc: No/ History: Yes/ TZ: GMT-6
Nohwear/Paladin?/CS: No/Desc: No/History: No /TZ:GMT?
TreasureFox/Fighter ?/CS: No/Desc: No/History: No /TZ:GMT?

Divine
Fkald Earthgauntlet /Cleric (Forgemaster) 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ: GMT-6
Wulfrum Boulderhead/Inquisitor (Sacred Huntmaster) 1 (Torag)/NG/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-6

Arcane
Pink-Eye/Sorcerer (empyreal wildblooded)/LN/CS: Yes/Desc: Yes/History: Yes /TZ: GMT-5
Khavar “Brighteyes” Skuddison/Wizard (Diviner)/LN/CS: Yes/Desc: Yes/History: Yes/TZ: GMT+2

Skill
Davor Blackiron/Ranger 1/NG/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-7
Kranzer Kraken-Maw/Rogue 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-5
Dorin ‘Dor’ Ironbars/Alchemist 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT 0
Ignatius Lorekeeper Bard (Davage Skald) 1/NG/CS: Yes/Desc: Yes/History: Yes/TZ:GMT-5
Bilbo Bang-Bang/rogue?/?/CS: No/Desc: No/History: No/TZ:?
Aer recruitment placeholder/ranger?/?/CS: No/Desc: No/History: No/TZ:?

Other (Already Selected)
Gnok Earthstone/Druid 1/CS: Yes/Desc: Yes/History: Yes/TZ:GMT-5

Dotted – class not stated
nightdeath
Beardsmith
froggalpha
Paladin of Baha-who?
chadius


*lightbulb*

Lightning Wizard, obsessed with Beetles. He'll be an Arcane character, and will probably dip into Monk at some point.

I'll write up a character bio this weekend.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

May I present Greta Bolkasdottir, a female dwarven cleric of Bolka (divine category)! I'm currently at GMT-5.

Crunch:

Greta Bolkasdottir
NG Female Dwarf Cleric (Bolka) 1
Init +0; Senses Perception +3; darkvision 60'
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) (+4 dodge vs giants)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +6 (+2 vs poison and spells)
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 20'
Melee heavy mace +1 (1d8+1) or hopeknife +2 (1d4+1)
Ranged light crossbow +0 (1d8)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 13, Dex 10, Con 14, Int 10, Wis 16, Cha 14
BAB +0; CMB +1; CMD 11 (+4 vs bull rush or trip)
Feats (1) extra channel
Skills (2 skill +1 FC) Diplomacy +6, Knowledge Religion +4, Sense Motive +7
Spells/Day (3/2+1, DC 13+level)
0th level: detect magic, guidance, stabilize
1st level: charm person*, bless, remove fear
Special Abilities: aura, channel energy 1d6+1 (7/day; Will DC 13), Charm domain (dazing touch 6/day), Healing domain (rebuke death 6/day)
Traits: Trunau Native, blessed touch (+1 healing to channels and cures)
Languages: Dwarven, Common
Possessions (150 gp) scale mail (50 gp), heavy wooden shield (7 gp), heavy mace (12 gp), light crossbow (35 gp), bolts (10, 1 gp), cleric's kit (16 gp), holy water (25 gp), 4 gp, hopeknife
------------------------------------------------------------------------

Stat Math:
Str 13 (3 points)
Dex 10 (0 points)
Con 14 (2 points +2 racial)
Int 10 (0 points)
Wis 16 (5 points +2 racial)
Cha 14 (10 points -2 racial)

Background:
Greta was born to Helena Bolkasdottir, the product of a passing tryst with a high-ranking Janderhoff official who happened to be married. In disgrace, Helena fled while very pregnant, eventually settling in Trunau when Greta was born. Greta was raised in Bolka's tradition and became a loving, happy girl. All this changed when Helena was killed in an orc raid when Greta was barely a teen. Greta became intensely depressed, turning her anger into a passion for defending the town and gaining vengeance for her mother's death. She trained in arms and armor, taking her place on the Trunau militia, eager to kill.

Everything changed again when, in the midst of a battle between orcs and townsfolks, she witnessed two lovers, one orc, one human, try to stop the violence, only to be slain in the heat of battle. At that moment she witnessed the true beauty of love and its power to stand against even the strongest hate and if not win, at least burn brightly to the very end.

Bolka spoke to her in that moment, and she began to temper her anger with a burning desire to see love prevail over the hatred. Since then, she has defended the town as vehemently as any, but she also seeks to play matchmaker, to ensure that the people of Trunau have reasons to live as well as reasons to kill.

Recently she has struck up a friendship with the Ramblehouse's Cham Larringfass, sharing a mutual appreciation for the fine art of matchmaking. When she is not tending to the sick or performing marriages, she hangs out there, encouraging the lovesick and the lonely to follow their passions and express their feelings.

But, with the first new dwarves she's seen in... well, forever, arriving in town, things may change for Greta. Destiny has a way of calling to us...

Description:
Greta is a stout, curvy dwarven lass with long blond hair and a ready smile. She also sports calluses on her hands and a ready air about her from her time as a defender of the town. She tends to smirk when she talks and sometimes flirts a little too readily.

If there's anything I'm forgetting, let me know!

Scarab Sages

Submitting BB Beetle, my Arcane character. He's a conjurer and will focus on controlling the enemy, shooting lightning and summoning beetles.

He has Cloud Giant's blood, giving him a blueish tint to his skin. This made him a bit of an outcast back home. He has had to prove his worth to the townspeople. He's mostly earned their favor (or at least their silence.) He would love to be selected to represent Kraggodan and spread his goodwill around town. Many in Kraggodan won't mind seeing him go.


LESS THAN WEEK LEFT!

Here are the submissions I have so far. Please let me know if there is anything/anyone I am missing or if anything is incorrect:

Warrior
Sergei von Janderhoff/Paladin (Stonelord) 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ:GMT+10
Bormann Grimm/Barbarian (Invulnerable Rager) 1/N/CS:Yes/Desc: No/ History: Yes/ TZ: GMT-6
Nohwear/Paladin?/CS: No/Desc: No/History: No /TZ:GMT?
TreasureFox/Fighter ?/CS: No/Desc: No/History: No /TZ:GMT?

Divine
Fkald Earthgauntlet /Cleric (Forgemaster) 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ: GMT-6
Wulfrum Boulderhead/Inquisitor (Sacred Huntmaster) 1 (Torag)/NG/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-6
Greta Bolkasdottir/Cleric 1 (Bolka)/NG/CS: Yes/Desc: Yes/ History: Yes/ TZ: GMT-5

Arcane
Pink-Eye/Sorcerer (empyreal wildblooded)/LN/CS: Yes/Desc: Yes/History: Yes /TZ: GMT-5
Khavar “Brighteyes” Skuddison/Wizard (Diviner)/LN/CS: Yes/Desc: Yes/History: Yes/TZ: GMT+2
BB Beetle/Wizard (Conjurer) 1/NG/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-4

Skill
Davor Blackiron/Ranger 1/NG/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-7
Kranzer Kraken-Maw/Rogue 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-5
Dorin ‘Dor’ Ironbars/Alchemist 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT 0
Ignatius Lorekeeper Bard (Davage Skald) 1/NG/CS: Yes/Desc: Yes/History: Yes/TZ:GMT-5
Bilbo Bang-Bang/rogue?/?/CS: No/Desc: No/History: No/TZ:?
Aer recruitment placeholder/ranger?/?/CS: No/Desc: No/History: No/TZ:?

Other (Already Selected)
Gnok Earthstone/Druid 1/CS: Yes/Desc: Yes/History: Yes/TZ:GMT-5

Dotted – class not stated
nightdeath
Beardsmith
froggalpha
Paladin of Baha-who?


Hi everyone, I am going to have to withdraw my application from the campaign but thank you for the consideration, DM Rich.

1 to 50 of 214 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Calling all Dwarves for a Giantslayer campain! All Messageboards

Want to post a reply? Sign in.