DM RichD's Giantslayer Campaign

Game Master Briccone

GiantSlayer Book 2: The Hill Giant's Pledge
Part 3: Redlake Fort

The heroes infiltrate an abandoned border fort full of orcs, ogres, and hill giants to end the threat against Trunau once and for all, only to learn of a much greater danger: a mysterious warlord amassing an army of giants for some fell purpose.


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No problem Dorin. Thanks for submitting!

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
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?

Withdrew

Dorin ‘Dor’ Ironbars/Alchemist 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT 0


I too shall be withdrawing from the campaign, danke for the consideration and such.


Just checking in


Thanks for the interest Vincent!

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
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
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?

Withdrew

Dorin ‘Dor’ Ironbars/Alchemist 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT 0
Wulfrum Boulderhead/Inquisitor (Sacred Huntmaster) 1 (Torag)/NG/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-6


Submitting Morgrym, the LG Dwarf Fighter. I'll have an alias up for him if he's chosen. Thanks for your consideration.

Note: I'm GMT-6

Story:

I was not born a member of my clan.

Many winters ago, I was part of a clan known as the blackhammers. We were surfacers living in a small town before the giants invaded. Many were killed, some managed to flee, and I believe some were kept as slaves.

My younger sister and I fled south and joined a small dwarf clan. We were taken care of by a family of blacksmiths who were truly talented in their work. My adoptive father, who I consider my own pa, taught me pieces of his trade as if I were his own child. He is wise and strong, serious and dedicated. He is a man who I strive to become every day.

I did not settle down to become a blacksmith, however. The memories of the invasion still haunt me to this day, and I train hard to combat them. I joined the watch, became a caravan guard, and studied martial combat whenever I could. Now I have been tasked to escort some of my new clan members to a place called Trunau for trading negotiations. I relish the opportunity to adventure, but I still fear the savagery that lingers in the wild places of the earth.

Appearance:

Morgrym stands 4'4" with a stocky frame. He's got a little bit of extra weight on him, but is still relatively nimble despite that. His hair is black and pulled back into a tail, while his beard is long and braided. He cares far more for utility than aesthetics, so his clothes and armor are a variety of colors. Some would say he's color blind.

Crunch:

Morgrym 
Male Dwarf Fighter 1 
LG Medium humanoid (dwarf) 
Init +5; Senses Darkvision 60ft, Perception +6 
-------------------- 
Defense 
-------------------- 
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield) 
hp 12 (1d10+2) 
Fort +4*, Ref +1*, Will +1*; +2 vs Poison, Spells, SLA 
-------------------- 
Offense 
-------------------- 
Speed 20 ft. 
Melee dwarven waraxe +4 (1d10+3(20x3)) and 
… bardiche +4 (1d10+4(19-20x2)) and
… 2 spears +4 (1d8+4(20x2)) and
… dagger +4 (1d4+3(19-20x2))
Ranged light crossbow +2 (1d8(20x2)) 
Special Attacks  
-------------------- 
Statistics 
-------------------- 
Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 10 
Base Atk +1; CMB +4; CMD 15, +4 vs Bullrush & Trip 
Feats improved initiative, quick draw 
Traits seeker, vexing defender (campaign), giant hunter (racial alternative), rockstepper (racial alternative)
Skills (not including armor) Acrobatics +6, Climb +7, Perception +6, Swim +7, Use Magical Device +6;  
Languages Common, Dwarf, Giant 
SQ  
Combat Gear  dwarven waraxe, bardiche, 2 spears, dagger, light crossbow, scale mail, studded leather armor, heavy shield Other Gear fighter's kit, common survival kit, masterwork backpack, bandolier, small tent, 100ft of additional hemp rope, signal horn, compass, a week of dwarven trail rations, 1gp worth of dwarven stout, 31.5gp
-------------------- 
Special Abilities 
-------------------- 
Vexing Defender: You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a+1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Rockstepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
--------------------


For the Warrior spot: Barrik Rockstepper Monk of the Sacred Mountain.

Time Zone: GMT -5

Description:
Barrik is 4'5" with the stocky build of a normal dwarf. A plain brown cloak and a backpack with only the necessities are his only possessions. He has a bald head and extremely well maintained braided beard. He is very meticulous and his daily routines hardly ever waver. He carries himself with the confidence as a Monk of the Sacred Mountain should. He rarely speaks, as he can gain more from listening, and his loyalty toward his colleagues is second to none.

Background:
While most of the clan are trained in battle with axes and hammers, a few select are chosen to train in a more focused and subtle fighting style. Those deemed the most disciplined and focused are taken up the mountain to Torag's Monastery where they are trained as Monks of the Sacred Mountain. Many are sent home, in fact of the three selected in Barrik's group, only Barrik finished the rigorous training. He was taught how to channel the mountain for strength and stability and to fight larger, stronger foes with his quickness and cunning. After 30 years of training, Barrik came back down to his clan. He was immediately given an assignment worthy of an honored Monk of the Sacred Mountain. . . he was given the duty as emissary to the city of Trunau.

Crunch:

BARRIK ROCKSTEPPER

Traits: Highlander, Roll With It (Giantslayer Trait)

Male Dwarf Monk (Monk of the Sacred Mountain) 1
LN Medium humanoid (dwarf)
Init +3; Senses Darkvision (60 ft.), Perception +7,
-- DEFENSE --

AC: 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 WIS, )
HP: 11 (1d8)+3 (+2 CON, +1 Favored Class)
Fort +3, Ref +6, Will +5,(+2 vs. poison, spells, and spell-like abilities)
-- OFFENSE --

Speed 20 ft.
Melee Unarmed Strike +3 (1d6)
Melee flurry of blows +2/+2 (1d6)
Special Attacks Flurry of Blows, Stunning Fist,
-- STATISTICS --

Str 11, Dex 16, Con 14, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +0; CMD 17 (21 vs. bull rush) (21 vs. trip)

Feats: Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Skills: Acrobatics +7, Appraise +1, Climb +4, Craft (Untrained) +1, Escape Artist +7, Fly +3, Heal +3, Perception +7, Ride +3, Sense Motive +3, Stealth +4, Survival +3,
Languages Common, Dwarven
SQ AC Bonus, Darkvision, Defensive Training, Giant Hunter, Greed, Hardy, Rock Stepper, Stability, Steady, Weapon Familiarity,
Possessions’ flurry of blows;
-- SPECIAL ABILITIES --

AC Bonus (Ex) When unarmored and unencumbered, you add +3 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Defensive Training (Ex): Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype
.
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, taking a -2 penalty on all of your attacks, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk speciak weapon (you do not need to use two weapons to utlilize this ability). For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

Giant Hunter (Ex): Dwarves with this racial trait gain a +1 bonus on attack rolls against umanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Trait: Highlander (hills or mountains) You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Monk Bonus Feat: Dodge

Rock Stepper (Ex) Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.

Trait: Roll With It: You gain a +1 trait bonus on Reflex saves. In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability. If you are a dwarf or a gnome, you can use this ability twice per day.

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.


LESS THAN TWO DAYS 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
Morgrym/Fighter 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ:GMT-6
Barrick Rockstepper/Monk 1/LN/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-5
Nohwear/Paladin?/CS: No/Desc: No/History: No /TZ:GMT?

Divine
Fkald Earthgauntlet /Cleric (Forgemaster) 1/LG/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
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?

Withdrew

Dorin ‘Dor’ Ironbars/Alchemist 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT 0

Wulfrum Boulderhead/Inquisitor (Sacred Huntmaster) 1 (Torag)/NG/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-6


Quick dot for a Dwarven ranger rogue for the skill position. Will get the prerequisite info up tomorrow.


Tomorrow at 12PM EST is the cut-off!

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
Morgrym/Fighter 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ:GMT-6
Barrick Rockstepper/Monk 1/LN/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-5
Nohwear/Paladin?/CS: No/Desc: No/History: No /TZ:GMT?

Divine
Fkald Earthgauntlet /Cleric (Forgemaster) 1/LG/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
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:?
DM Variel/rogue ?/?/ 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?

Withdrew

Dorin ‘Dor’ Ironbars/Alchemist 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT 0

Wulfrum Boulderhead/Inquisitor (Sacred Huntmaster) 1 (Torag)/NG/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-6


1 person marked this as a favorite.

History:
Kurag Urlot was not a prototypical dwarf. While he still liked the caverns and mines that most people associated with his kind Kurag preferred the surface and the wide open spaces. It wasn't surprising therefore that as he grew up he focused on those skills that would let him see more of the wide world. At an early age Kurag took to the saddle and learned to ride and hunt. The freedom of being on horseback was an extension of himself. While this was a great way to live it did not always provide for a steady income. To rectify that Kurag hired on as a scout and guide for caravans. It still gave him the opportunity to travel, the solitude of the open air, and the steady income to be able to afford certain benefits in life.

Not caring too much about where the caravan was headed Kurag took the opportunity for good pay to enter into Belkin and make some substantial profit due tot he risk involved. Perhaps naivety or impetuousness was also part of the issue but Kurag never gave it a second thought. It wasn't until he was scouting out the area ahead of the caravan that he noticed just how many signs of orcs there were. Reporting back to the caravan master the decision was still made to hurry onward to a town 3 days travel north: Trunau.

A day later tragedy struck as while out scouting ahead Kurag noticed smoke behind him. Riding as fast as he could back to the caravan he saw the assault by orcs from afar. Too far away to do any good yet too close to not be noticed Kurag took the only option available to him. He rode as fast as possible to Trunau where knowledge of the orc attack and the possibility of safety of the community fueled him. Arriving exhausted yet alive he told the community what had happened. With no other place to turn Kurag remained there. That was 20 years ago.

In that time Kurag has become a part of the community serving as a scout, hunter, and of course protector (as all have to be). While he still longs to travel and see the world he feels indebted to Trunau for taking him in and feels as much home here as anywhere. He still gets the chance to ride on his horse Freira, the offspring of his original mount, often as part of his duties which keeps him content as well.

description:

Age: 73
Height: 4' 1"
Weight: 165 lbs
Red hair and well maintained beard in 2 plaits that is not too long. In fact Kurag keeps it short by dwarven standards to better shoot his bow. It extends down only 4 inches total.
While mainly introverted and sometimes a loner, Kurag still celebrates with those he is close to. He has no real interest in romance mainly as no one has appealed to him as much as the freedom of riding in the open land. Should the right one come around who shares a propensity for travel and freedom well Kurag is not against romance either.
Like most Trunauans Kurag carries a Hopeknife on a thong around his neck under his tunic. Other than that, his bow and horse are his most prized possessions.

statblock:

Korlag
Male dwarf ranger 1 (Horse Lord)/rogue 0
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +3 (1d8+2/×3) or
hopeknife +4 (1d4+2/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (giants +2), hatred
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Point-blank Shot
Traits armor expert, trunau native
Skills Acrobatics -1 (-5 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +2, Handle Animal +4, Knowledge (nature) +5, Perception +5 (+7 to notice unusual stonework), Ride +3, Stealth +3, Survival +5, Swim +2; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc
SQ track +1, wild empathy +1
Other Gear scale mail, buckler, arrows (60), battleaxe, blunt arrows (20), hopeknife, longbow, backpack, bedroll, belt pouch, feed (per day) (10), fishhook, fishing net, flask, flint and steel, hemp rope (50 ft.), mug/tankard, pot, sack, saw, shovel, string or twine, trail rations (10), waterskin, whetstone, light horse (combat trained), animal harness, bit and bridle, riding saddle, saddlebags, 8 gp, 2 sp, 8 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
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.
Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. Favored Enemy (Orcs) foes.
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.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Central time USA which I believe is GMT: -5


Good evening! I would like to apply for the Arcane category with Drosk Ironhame, Earth Elementalist Wizard and novice weaponsmith. Drosk's stats, description, and background may be found in this profile.

I am at GMT-5. I work at home, and have no trouble posting at least once per weekday and at least once during the weekend.

Thanks for your consideration. Good luck to everyone!


Three hours left for submissions!!

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
Morgrym/Fighter 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ:GMT-6
Barrick Rockstepper/Monk 1/LN/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-5
Nohwear/Paladin?/CS: No/Desc: No/History: No /TZ:GMT?

Divine
Fkald Earthgauntlet /Cleric (Forgemaster) 1/LG/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
Drosk Ironhame/ Wizard (Earth Elementalist) 1/NG/CS: Yes/History: Yes/TZ; GMT-5

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
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:?
Kurag Urlot /Ranger 1/NG/ CS: Yes/Desc: Yes/History: Yes/TZ:GMT-6

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?

Withdrew

Dorin ‘Dor’ Ironbars/Alchemist 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT 0

Wulfrum Boulderhead/Inquisitor (Sacred Huntmaster) 1 (Torag)/NG/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-6


Adventure Path Charter Subscriber

I have been slow to add it. A short description of Bormann Grimm:

Bormann Grimm has all the look of a dark man. His black hair is close-cropped in a no-nonsense manner to fit easily under his armored helmet. His beard, already streaked with a little premature gray, is kept in a pair of neat braids. His eyes are such a dark color, they appear to be black as well. With this as a base, he has taken to accentuating his dark mien by applying dark colors to his scale armor, his outer traveling clothing, cloaks, and boots. He is often mistaken for a dwarf freshly in mourning. And in a sense, he is as his clan mourns the fall of Koldukar, fueling their thirst for vengeance against the enemies of dwarfkind.


SUBMISSION WINDOW IS NOW CLOSED!
Here are the complete submissions I have so far. Please let me know if there is anything/anyone I am missing or if anything is incorrect. I will have a decision by Sunday, 05/24/2015.

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: Yes/ History: Yes/ TZ: GMT-6
Morgrym/Fighter 1/LG/CS: Yes/Desc: Yes/History: Yes /TZ:GMT-6
Barrick Rockstepper/Monk 1/LN/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-5

Divine
Fkald Earthgauntlet /Cleric (Forgemaster) 1/LG/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
Drosk Ironhame/ Wizard (Earth Elementalist) 1/NG/CS: Yes/History: Yes/TZ; GMT-5

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
Ignatius Lorekeeper Bard (Davage Skald) 1/NG/CS: Yes/Desc: Yes/History: Yes/TZ:GMT-5
Kurag Urlot /Ranger 1/NG/ CS: Yes/Desc: Yes/History: Yes/TZ:GMT-6

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?

Incomplete Submissions

Nohwear/Paladin?/CS: No/Desc: No/History: No /TZ:GMT?
Aer recruitment placeholder/ranger?/?/CS: No/Desc: No/History: No/TZ:?
Bilbo Bang-Bang/rogue?/?/CS: No/Desc: No/History: No/TZ:?

Withdrew

Dorin ‘Dor’ Ironbars/Alchemist 1/CS: Yes/Desc: Yes/History: Yes/TZ: GMT 0

Wulfrum Boulderhead/Inquisitor (Sacred Huntmaster) 1 (Torag)/NG/CS: Yes/Desc: Yes/History: Yes/TZ: GMT-6


May the best dwarf win!


TreasureFox wrote:
May the best dwarf win!

Who let in the kobold? ;D


This was a really hard decision as there so many great submissions. On many of these I kept changing my mind on due to the quality of submissions. After reading, re-reading and reading again about three more times all the submissions, I have decided on the following players:

Bormann Grimm
Greta Bolkasdottir
Drosk Ironhame
Kranzer Kraken-Maw
Gnok Earthstone

To those that weren’t selected: Thank you very much for the great submissions.

To those that were selected: Please pick you avatar (if not already done) and update the Class/Levels line of your profile with the following:

Class
Level
HP current hit points/max hit points
AC
Saves
CMB
CMD
Init
Perception
A skill you feel you will use often (i.e. Spellcraft, Survival, Knowledge, etc.)

Here is an example:

Male Dwarf Oracle 1 (HP 9/9 AC:15 T:13 F:12 Saves F:+2 R:+3 W:+4 CMB:+1 CMD:14 Init:+3 Perc: +4 Heal: +7)

A have opened up the Discussion thread so please check in when the above is completed. If you are no longer interested, please let me know ASAP. I will open the Gameplay thread tomorrow.


Ah, well. Have fun guys :-)


Enjoy your adventure - I hope to sing of your exploits!


All set!

Scarab Sages

BB munches down on some stew. "Hmm? Aww, they didn't pick me. Oh well. I'm sure whomever the Council made the right decision."

"Good luck, whomever you are."


Gnok & Jocosa done and posted in the Discussion thread.


Woot!

Oh, right. Gotta get in character. Woot is not sufficiently dour and dignified.


We have an opening for a 7th level mage! Mist be a dwarf - no exceptions! We just finished book 2 and are just about to start book 3.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Mage meaning any arcane caster?


@Branding Opportunity: It doesn't seem like the party has a preference, so yes. I would prefer that it is from the pazio books, but doesn't have to be.


I've a dwarven ranger i've tried to put through this 3 times. Made it to the end of book 1 once. I can put together and arcane user though


I applied originally with pink eye the sorcerer but he got into another game, so I will put together something and apply with an arcane shortly


Full crunch in profile. Bolkvar is meant to be an all around useful addition. Haste is always party friendly, as is Glitterdust against invisible foes. And with Spell Tattoo, he can give Shield to a fighter. +4 AC for 7 minutes is nothing to sneeze at. The first lvl4 Spell will be Telekinetic Charge to throw dwarves into the fray. He also will bring knowledge skills via his familiar tattoo (+9 all knowledge skills, except Arcana and Spellcraft which are +10)

And yes...I put an ungodly amount of resources into giving him Wis to Hit and Damage. I regret nothing. Because every dwarf should be able to fight in close combat if need be. If Bolkvar ever runs out of spells I want him to have the AC needed to be able to have him join his kin. Only weedy elves and cowardly humans should shy from a fight. And on the plus side he will also have some very minor healing, should the Cleric ever need it. He is only +10 Hit and 1d8+9 damage. But by Kols it’s more than most sorcerers are willing to do.

And finally, he is a VMC Oracle of Kols with the Legalistic Curse. I figured that this would make him a good match for the party Cleric of Dranngvit.

(edit; also found a way to squeeze in Craft Magic Arms and Armor. Something to make use of any rare downtime. And to make his hammer more powerful...something which is fluffy but shouldn’t be game breaking on a sorcerer, as all it did was give a full caster +1 Hit and +1 Damage)


I'll have a Dwarf Sorcerer up shortly.


Here's my submission. I am recycling an alias name for this character:

Felthin:

LG Dwarven Unchained Monk 1/Sorcerer 6

Str 10
Dex 14/16
Con 16/18
Int 12
Wis 19/21
Cha 6

HP 75
AC 24 (10 base +3 dex +5 wis +4 armor +1 deflection +1 Dodge), T: 20, FF: 20
BAB 4
Init +3

Fort +9/11 vs. Spells and Spell Likes
Ref +8/10 vs. Spells and Spell Likes
Will +11/13 vs. Spells and Spell Likes

Speed 30'

Weapons:
1) Unarmed Strike: +7 to hit; 1d6b damage; 20/x2 crit

2) Spell Attack: +7 to hit

Skills:
Acrobatics r1 +7/12 for jumping
Craft (Blacksmithing) r1 +7
Escape Artist r5 +11
Intimidate r1 +2
Perception r7 +15
Spellcraft r7 +11

Languages:
Common
Dwarven
Giant

Traits:
Dragonfoe (+1 dodge bonus to AC vs. Dragons and +2 to ref save vs. breath weapons attacks)

Magical Knack (+2 to sorcerer caster level, not exceeding your hit dice)

Alternate Racial Features:
Craftsman (replaces Greed: +2 to craft checks related to metal or stone)

Feats:
Dodge
Eschew Materials
Merciful Spell
Spell Penetration
Stunning Fist (2/day; DC 18)
Toughness
Weapon Finesse

Monk Class Features:
Flurry of Blows (Bonus Attack)

Sorcerer Class Features:
*Archetype: Wildblooded

*Bloodline: Empyreal
- Arcana: Use Wisdom instead of Charisma for all class features and spellcasting.

- Powers: Heavenly Fire (3+wis mod/day; 1d4+1/2 sorc level damage or healing to good aligned creatures; can only heal a creature 1/day); Celestial Resistances (acid and cold resist 5)

Spells:
*: Bloodline Spell
Spell DCs: 15+spell level
Spells/Day: -/8/6/4

Cantrips:
Arcane Mark
Detect Magic
Disrupt Undead
Mending
Message
Prestidigitation
Spark

First:
*Bless
Burning Hands
Enduring Elements
Mage Armor
Shield

Second:
Admonishing Ray
*Resist Energy
Sonic Scream

*Third:
Haste

Equipment:
+2 headband of Wisdom 4k
+2 Belt of Physical Might (Dex/Con) 10k
+1 Ring of Prot 2k
+1 Cloak of Resistance 1k
Boots of Striding and Springing

1,000 gp

Backstory:

Felthin had a normal upbringing among his people; he learned to smith at a young age, he fought with his brothers, and when he came of age, he joined The Temple of Tempered Steel, a monastery of Dwarven monks that worship Torag.

It was during his unveiling festival (a tradition among the temple that meant that a monk was prepared to go into the world and do good works) that taint was discovered in Fenthis' blood: the taint of the servants of Dahak.

Shock among the masters of the temple quickly turned to fear, and then anger. Felthin was struck from the order and exiled: first from the temple and it's surrounding lands, and then from Five Kingdom Mountains.

With no other options, Felthin took to wandering and quickly became an adventurer in order to provide for himself. His sorcererous abilities manafested, and he incorporated them into his adventuring career.

Given his history, Felthin trained extensively to fight Dragons, and spent several years travelling Avistan hunting dragons whenever possible. Felthin drifted into and out of adventuring companies and parties, and knows a great many adventurers throughout the world, including several pathfinders of some note.

I'll add in some link to why I'd be wherever the party is when/if I am selected.


Here is Agra Skyseeker! She is by no means optimized, though I had a lot of fun with what is here thus far. If she gets selected I’ll get a full spellbook put together and probably use the remaining gold that's left to scribe some scrolls.

Stat Block:

Female dwarf fighter 1/transmuter 5/eldritch knight 1
LG medium humanoid(dwarf)
Init +3; Senses Perception +7; darkvision 60ft.
DEFENSE
AC 26, touch 14, flat-footed 23 (+7 armor, +1 deflection, +3 Dex, +1 natural, +4 shield); +4 dodge v. giants
hp 69 (2d10+5d6+19)
Fort+8, Ref +7, Will +4; +4 v. spells and spell-like abilities
Defensive Abilities defensive training, hardy, stability
OFFENSE
Speed 20ft.
Melee +1 dwarven waraxe +7 (1d10+3/x3)
Ranged telekinetic fist +7 (1d4+2)
Transmuter Spells Prepared (CL 7th; concentration +11)
3rd—dispel magic, fly, haste
2nd—glitterdust, mirror image, spider climb, toppling magic missle
1st—comprehend languages, enlarge person, identify, magic missile, secluded grimoire
Cantrips—detect magic, mage hand, prestidigitation, ray of frost
Opposition Schools enchantment, necromancy
STATISTICS
Str 14, Dex 14+2(16), Con 14, Int 16+2(18), Wis 10, Cha 10
Base Atk +4; CMB +6; CMD 20
Feats Arcane Armor Mastery, Arcane Armor Training, Breadth of Experience, Scribe Scroll, Shield Focus, Shielded Mage, Steel Soul, Toppling Spell
Traits Magical Knack, Roll With It
Skills knowledge (arcana) +16 (7), knowledge (history) +16 (7), knowledge (other) +6, knowledge (the planes) +16 (7), perception +7 (7), profession (soldier) +12 (7), spellcraft +14 (7); ACP -3
Languages Taldane, dwarven, Thassilonian, Shoanti, Varisian
Gear 2,450 gp, +1 mithral breastplate, headband of vast intelligence +2 [knowledge(the planes)], +1 heavy steel shield, +1 dwarven waraxe, cloak of resistance +2, ring of protection +1, amulet of natural armor +1
Special Abilities
Arcane Bond (Ex): Shield as bonded object. (note: using a loose interpretation of ‘weapon’ here. If you’re not okay with that I’ll designate the dwarven waraxe instead)
Diverse Training: An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. (currently a +2 enhancement bonus to dexterity)
Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Favored Class: Wizard (+1 HP/level)

Background:

At 105 years of age, Agra Skyseeker is by no means an inexperienced dwarf. She spent much of her life in Janderhoff and the surrounding area. According to the matron at the orphanage, her parents were killed not long after she was born by stone giants up near the Kodar Mountains. Agra was saved by roving Shoanti tribesman and brought to Janderhoff to be with her people.
As soon as she was old enough, Agra started military training. She spent a good number of years serving in the local militia and scouting out around Janderhoff and circumventing strikes from giants in the region. Living near so many Thassilonian ruins, Agra learned the language in her spare time and started to study the ways of the runelords. After finding that there was a time when the runes of rule were symbolic of virtues instead of vices, she took great interest in wizardry and began to practice as much as possible.
After serving many years with the militia, Agra left Janderhoff to be a guard for Varisian caravans. Fighting giants and learning as much as she could from the Thassilonian ruins that they passed has been her livelihood for at least the past fifteen years, but now Agra thinks that it is time for her life to change pace once again...


Here's the Arcane Duelist. He does have Grease and Glitterdust, which I don't really like but they just are too good to pass up.

Hopefully, he will more often be using Inspire Courage+Haste, maybe with Good Hope on top of that. Buffing the party is more fun than debuffing the enemy IMO.

Still need to work on the background and gear and pick another trait.
Which sources are allowed? Other than CRB and APG, I have Unhindering Shield from Armor Master's Handbook, and some alternate racial traits from various sources. Could switch those out.

His AC is pretty good for a bard, and will get better at Level 10 with medium armor and Dance of a Hundred Cuts. Bladethirst will get more use once he has Virtuoso Performance.

Character Sheet:

Duric of Highhelm
Dwarven Bard (Arcane Duelist) 7
LG Medium Humanoid
Deity: Torag
Init +2; Perception +10 (Darkvision)
-----------------
DEFENSE
-----------------
AC 22, touch 13, flatfooted 20 (+5 Armor, +4 Shield, +2 Dex, +1 Deflection)
HP 70 (7d8+14)
Fort +5, Ref +9, Will +6; +2 vs spells, SLA, poison
-----------------
OFFENSE
-----------------
Speed 20ft.
Melee +2 Warhammer +11 (1d8+6/x3); Arcane Strike +2 damage
Ranged MW Composite Shortbow +8 (1d6+3)
-----------------
STATISTICS
-----------------
Str 14 (16), Dex 14, Con 15, Int 12, Wis 10, Cha 14 (16)
BAB +5; CMB +8; CMD 21
Feats Arcane Strike (B), Step Up, Combat Casting (B), Weapon Focus (Warhammer), Shield Focus (Buckler), Disruptive (B), Unhindering Shield
Traits ?, Roll with It
FCB Bard +7 Skill Points
Skills (8 per level)
Acrobatics 7 +12
Sense Motive 7 +10
Perception 7 +10
Intimidate 7 +13
Bluff 7 +13
Knowledge (Arcana) 1 +5
Knowledge (Nature) 1 +5
Knowledge (Religion) 1 +5
Knowledge (Dungeoneering) 1 +5
Knowledge (Planes) 1 +5
Knowledge (Local) 1 +5
Knowledge (Engineering) 1 +5
Knowledge (History) 1 +5
Linguistics 1 +5
Escape Artist 7 +12
Climb 4 +10
UMD 1 +7
Languages Common, Dwarven, Giant, Sylvan, Orc
Equipment
Gold: 23,500
+2 Warhammer (4,000; Arcane Bond)
MW Composite Shortbow (+3 Str) (600)
MW Battleaxe (310)
Headband of Cha +2 (4,000)
Belt of Str +2 (4,000)
Cloak of Resistance +1 (1,000)
Ring of Protection +1 (2,000)
+2 Buckler (4,000)
+1 Chain Shirt (1,250)
Spent so far: 21,160

Spells (inf/5/4/2 per day; 6/5/4/2 known)
Message, Open/Close, Prestidigitation, Sift, Summon Instrument, Detect Magic
Moment of Greatness, Feather Fall, Liberating Command, Grease, Saving Finale
Bladed Dash, Mirror Image, Glitterdust, Hold Person
Haste, Good Hope
Special Bardic Performance (19 rds/day; Rallying Cry, Distraction, Fascinate, Inspire Courage +2, Inspire Competence +3, Bladethirst +1), Arcane Bond (Warhammer), Slow and Steady, Darkvision, Mountaineer, Hardy, Hatred, Defensive Training, Fey Magic (Mountains: Mudball, Guidance, Stabilize, Create Water), Weapon Familiarity


For Dwarven Bards, have you seen Dwarven Scholar archetype? Wisdom for casting and bard abilities, and you can share combat feats.


I have, but it loses Inspire Courage and that's a big hit.
It does combo well with a dip in Brawler.


Here are the submissions so far. Let me know if I missed anyone. Submissions will be open until 10/20/2019 11:59 PM EST.

Submissions:

Bolkvar Stonebeam (Grumbaki) Tattooed Sorcerer

Felthin (Vrog Skyreaver) Sorcerer 8/Monk 1

Agra Skyseeker (Arrannai) Fighter 1/Transmuter 5/Eldritch Knight 1

Duric of Highhelm (Aldzog) Arcane Duelist

Expressed Interest:

Branding Opportunity

Trawets71

Edelsmirage


Whipping up a Wizard-dude... Interested!


Also interested, working on an arcanist.


Also very interested, but there's onoly one open spot...


I am working up the background and have a question about traits.
Would this Religion trait be acceptable? Rousing Courage.
Requires following a dwarven deity, and lets you boost a morale effect 1/day - seems perfect for a dwarven bard! It would be great with Good Hope.

Angradd (there is a typo on the linked page) seems a fine deity to worship. Somewhat more aggressive and less defensive-minded than Torag (we are taking the fight to the enemy after all), and prioritizes Good over Law.


Going to withdraw. I’m in an all dwarf giant slayer campaign, and the GM returned. It would be churlish to deprive someone a spot here by playing in both campaigns. So happy gaming everyone.


@Duric of Highhelm: That is no problem. I am playing a Paladin of Angradd in another campaign. I like that he is all martial-Makes for a non-whimpy paladin! :P

Here are the submissions so far. Let me know if I missed anyone. Submissions will be open until 10/20/2019 11:59 PM EST.

Submissions:

Felthin (Vrog Skyreaver) Sorcerer 8/Monk 1

Agra Skyseeker (Arrannai) Fighter 1/Transmuter 5/Eldritch Knight 1

Duric of Highhelm (Aldzog) Arcane Duelist

Expressed Interest:

Branding Opportunity

Trawets71

Edelsmirage

Morg 'Tinker' Blackflame

Yttras

Ellioti

Withdrew

Bolkvar Stonebeam (Grumbaki) Tattooed Sorcerer

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I can't think of a good concept at the moment, so please remove me from the "interest" list. Thanks!


What about a little something like this? He's learning to control his anger and channel his energies into making situations and things... better. Crafting and controlling the battlefield.

I like the idea that barbarian rage is transmutation, and through introspection... he became a transmuter. I may need help with the background.

There is some dwarf racial favored class bonus for crafting, +200gp value per day... but, that's in some other book. If it's allowed, I'd consider it. Probably, Advanced Race Guide (still looking).

EST

I like playing niche ecclectic characters.

Barbarian 1/Wizard 6:
Morg (placeholder)
Male dwarf barbarian 1/transmuter 6
NG Medium humanoid (dwarf)

Init +6; Senses darkvision 60 ft.; Perception +12
--------------------

Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 49 (7 HD; 6d6+1d12+13)

Fort +5, Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training
--------------------

Offense
--------------------
Speed 30 ft.
Ranged +1 giant-bane darkwood light crossbow +7 (1d8+1/19-20 plus 2d6 vs. Giant)

Special Attacks hatred, rage (5 rounds/day)
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—telekinetic fist (1d4+3 bludgeoning)
Transmuter Spells Prepared (CL 7th; concentration +12)
. . 3rd—fireball (DC 18), haste, magic circle against evil, stinking cloud (DC 18)
. . 2nd—arrow eruption[APG], bear's endurance, create pit[APG] (DC 17), invisibility, mirror image
. . 1st—crafter's fortune[APG] (DC 16), enlarge person (DC 16), grease, magic missile, stumble gap[APG] (DC 16), stumble gap[APG] (DC 16)
. . 0 (at will)—detect magic, mending, read magic, resistance
. . Opposition Schools Enchantment, Necromancy
--------------------

Statistics
--------------------
Str 10, Dex 14, Con 13, Int 20, Wis 14, Cha 10

Base Atk +4; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)

Feats Arcane Armor Training, Craft Wand, Craft Wondrous Item, Improved Initiative, Scribe Scroll, Skill Focus (Spellcraft)
Traits artifact hunter, magical knack

Skills Acrobatics +6, Appraise +9, Climb +1, Fly +3, Handle Animal +4, Intimidate +4, Knowledge (arcana) +15, Knowledge (history) +11 (+13 on checks that pertain to dwarves or their enemies), Knowledge (planes) +11, Linguistics +11, Perception +12, Ride +3, Spellcraft +18 (+19 to identify the properties of magic items), Survival +8, Swim +1, Use Magic Device +11; Racial Modifiers lorekeeper[APG]

Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Orc, Terran, Undercommon

SQ arcane bond (arcane bond amulet), fast movement, physical enhancement (+2), stonesinger[APG]

Combat Gear feather token (tree), lesser bouncing metamagic rod[APG], pearl of power (1st level), potion of reduce person, potion of shield of faith +2 (3);

Other Gear mithral chain shirt, +1 giant-bane darkwood light crossbow, crossbow bolts (50), arcane bond amulet, handy haversack, headband of vast intelligence +2, horn of fog, wizard starting spellbook, 610 gp
--------------------

Special Abilities
--------------------
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Arcane Bond Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +2 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stonesinger +1 effective level for [Earth] spells and earth-related class abilities.
Telekinetic Fist (1d4+3 bludgeoning, 8/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

Favored Class Option (ARG): Select one item creation feat known by the wizard. Whenever crafting an item using that feat, the amount of progress made in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.

Also, Arcane Discovery (Ultimate Magic): Arcane Builder - You have an exceptional understanding of the theory behind creating magical items.

Benefit: Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type.


Please see the following submission:

Spoiler:

Hexcrafter Magus

Str 14 Dex 10 Con 12 Int 18 Wis 12 cha 10 (+1 int 4th lv)
BAB +5 Fort +6 Ref +3 Wis +6, +8 vs spells

Feats:
1 - Rime Spell
3 - arcana familiar; enforcer
4 - hex: slumber
5 - feat combat expertise, bonus feat blind fight
6 - hex: evil eye
7 - feat moonlight stalker
9 - feat improved familiar fairie Dragon

Traits
Magical lineage (frost bite)spoiler
Roll with it +1 reflex save 2/day: cancel crit but

Skills:
Spellcraft 7 4 3 14
Know arcana 7 4 3 14
Know dungeon 7 4 3 14
Know planes 7 4 3 14
Perception 7 1 0 8
Fly 7 0 3 10
Umd 7 0 3 10

Spells:
0 5 read magic, detect magic, brand, ghost sound, dancing lights
1 4
2 3
3 1

Spells known: (1)Ill omen, magic missle, vanish, enlarge person, silent image, true strike, stone fist, shield, shocking grasp
(2)


@Morg: That should be fine, but let me review it when you find it.

Here are the submissions so far. Let me know if I missed anyone. Submissions will be open until 10/20/2019 11:59 PM EST.

Submissions:

Felthin (Vrog Skyreaver) Sorcerer 8/Monk 1

Agra Skyseeker (Arrannai) Fighter 1/Transmuter 5/Eldritch Knight 1

Duric of Highhelm (Aldzog) Arcane Duelist 7

Morg 'Tinker' Blackflame (Hassan Ahmed) Barbarian 1/Wizard 6

Edelsmirge (Edelsmirge) Hexcrafter Magus 7

Expressed Interest:

Trawets71

Yttras

Ellioti

Withdrew

Bolkvar Stonebeam (Grumbaki) Tattooed Sorcerer

Branding Opportunity


Darn thing timed out on me will have to post background and the rest of spells and equipment later sigh


It's right there on the Wizard page: Class: Wizard <<< Link

Alternate Favor Class Bonuses: Dwarf

Arcane Discoveries with the Archetypes: Arcane Builder


Updated Duric a bit and added a background. All set to go.

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