GM Bigrin's Giantslayer (Inactive)

Game Master bigrin42

Skirgaard camp map

Loot sheet


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Sander found plenty of plant matter, but nothing of value in the immediate area. He was sure that some of the flowers would fetch a pretty silver or two in the Trunau market, but they were too fragile to easily be taken from this place.

Storn finally got a handle on himself and calmed down, wiping himself mostly clean before healing himself. A little friendly banter, Quill reminding everyone of his name, and some asides by the resident jester (Molly), and the group was ready to continue on.

The going was slow, as every lania or frond that swayed in a gentle breeze was immediately savaged by Storn and Dieter. Finally, though, you made it across the otherworldly greenhouse, up the stairs, and to the platform at the far side. The doors there were locked, but opened easily to Mariana's ministrations.

Beyond was a long corridor with myriad vines and creepers growing over every inch of floor and wall. A powerful bouquet of competing floral fragrances floats throughout the space.

Here's the map


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Storn growls as he stomps his way through the dense garden only to enter a corridor that's... basically another dense garden.

"Hrmph. Two silvers says that these vines try to strangle me. Good thing I don't have a neck."

Storn pokes Mariana in front of him as he advances down the corridor, using her as a kind of trap-finding gadget that happens to have thoughts and feelings.

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

1d20 + 13 ⇒ (6) + 13 = 19 Perception - danger?

Quill looks at the viny walkway and worries, but agrees that Storn probably won't be strangled by vines when they attack. It will probably be the long thorns and pokies that end the man's life.

"After you all," Quill says politely, keeping up his rear guard.


Male Human Barbarian (Invulnerable Rager, Urban) 5 / Fighter (Unbreakable) 1 -- HP 67 : AC 20 CMD 21 TAC 11 FAC 19 : F+9 R+4 W+4 : DR 4/- INIT+2 Perception+10

"Yet another situation where a Trigger would be helpful. We need to keep an eye out for a suitable candidate."

Or we can just keep Mariana around forever.


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

Storn follows behind others, also looking out for plants that want to kill them.

As if the orcs and giants weren't bad enough, now I don't even trust plants. And I'm an herbalist!

He sighs heavily as the big men push Mariana in front of them, hoping the poor girl won't end up like Mawj...

Perception: 1d20 + 9 ⇒ (13) + 9 = 22


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Molly falls back to walk beside Sander and mutters a spell under her breath.

Perception 1d20 + 3 ⇒ (20) + 3 = 23. Detect magic active.


As he tromped down the hallway, the heady aromas made Storn want to cough and gag, but nothing immediately reached out to attack them. Sander thought that some of the flowers smelled quite nice, and wondered if his wife might like to have a perfume made from them. He was mulling the thought over in his mind when something caught his sight. Beside him, Molly stiffened as she too saw the thin yellow cloud drifting over the group.

Everyone must make a DC14 Will save or fall asleep

Sander, as an alchemist, you can make a K. Nature check to identify which flower components might make a good perfume

Anyone can make a K. Nature check to sort out this new threat.


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Will save: 1d20 + 5 ⇒ (16) + 5 = 21
Knowledge (nature) 1d20 + 8 ⇒ (13) + 8 = 21

"Oh, joy," Molly mutters as the yellow cloud hits the group.
Drowsiness claws at her mind, but she manages to shake it off.

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

1d20 + 8 ⇒ (8) + 8 = 16 Will (+2 more if enchantment, but also immune to sleep)

Quill's eyes flutter briefly as he looks to the cause of the mist.


Male Human Barbarian (Invulnerable Rager, Urban) 5 / Fighter (Unbreakable) 1 -- HP 67 : AC 20 CMD 21 TAC 11 FAC 19 : F+9 R+4 W+4 : DR 4/- INIT+2 Perception+10

1d20 + 3 ⇒ (20) + 3 = 23

Dieter seems drowsy for a moment, but his eyes pop open and he shakes away the feeling. "Now what in tarnation is this!?"


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

Fort save (+2 vs. poison): 1d20 + 7 ⇒ (3) + 7 = 10
Knowledge (nature): 1d20 + 8 ⇒ (4) + 8 = 12

Sander's mind on his wife and what might make a good perfume, he slumps over as his daydream turns into regular sleep.

To die, to sleep–To sleep–perchance to dream, is the last thing he remembers thinking as he falls to the loamy earth.

Well, got the bad rolls out of the way all in one post.


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Will: 1d20 + 7 ⇒ (17) + 7 = 24

Storn grimaces and lets out a yawn before stomping on. It's only when he realizes that it's starting to knock out people that he stops, letting out a miserable sigh.

"Gorum has no time for loafers!" he scolds as he wanders over to Sander, picking the little halfling up and throwing him over his shoulder like a sack of potatoes. He takes a brief medical interest in what seems to have affected Sander and if there's a quick way to wake him up.

Heal: 1d20 + 7 ⇒ (12) + 7 = 19

"Let's keep moving. It's hard to be intimidating when you reek of flowers."


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mariana: 1d20 + 4 ⇒ (17) + 4 = 21

Everyone but Sander shrugged off the soporific vapors and continued on. Sander's gentle snores were cut short when Storn lifted the halfling onto his shoulders, but despite the halfling's protestations, Storn asserted that Sander was definitely asleep and they had no time for loafers. The halfling bounced and jounced on the big man's shoulders until they got to the next door. Once Mariana assured them that the door was safe, Storn opened it in his usual manner...with his boot.

The door led to another set of winding stairs, going up this time, which led in turn to another set of hallways. These ended at a set of double doors, carved to look like a forest glade. Mariana was certain that these were unlocked and untrapped as well.

Storn's sabatons shattered the latch as he kicked the doors open to reveal a large, arched chamber that seemed a grim contrast to the vibrant life-filled rooms that you had seen so far. Instead of lush vegetation, the chamber was filled with a large briar patch. Bramble mounds littered the floor, and high mounds of thick humus (not the dip) were also scattered about. Hundreds of varieties of fungi choke out any attempt for healthy plants to take root, and the air is heavy with the stench of decay. At the eastern end of the chamber, a large, swollen chest sits atop a fifty-foot high mound of compost.

The way to the chest mound is through a maze of brambles, and the thorns look long enough to seriously injure anyone that got too close.

Here's the map


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

"Well, if you keep carrying me, at least I should be safe from the thorns," Sander says with exasperation.

"Who would put a chest there? That can't be just a chest, can it?"

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

He looks around, trying to get a better sense of this place and the way forward.


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

"Odds and evens, this place has guardians of its own," Molly says as she squats, eyeing the room in a thoughtful manner. "As if it needs any. Those thorns make for a mighty deterrant. Now, we cin start choppin'.... but I'll bet you a shiny copper piece whatever else is in here will come out 'fore we're halfway to the goods. If it's e'en goods in there, an' not some kinda mushroom bomb, set ready to spit poison spores in our faces."


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Storn finally recognizes Sander has been awake for the past several minutes and trying to get down from his shoulder.

"Hmph, if you nap on the job you get carried. Gorum strides ever forward, in look of more faces to smash."

After booting open the door to the bramble room, Storn lets out a kind of greasy-sounding, porcine squeal of delight at the sight of the giant chest.

"A giant chest at the end of a giant maze of brambles?! This is why I came here. Oh, and making sure Trunau doesn't get wiped out. If we're lucky it may contain a horrible monster."

He actually listens to Molly for a moment before nodding.

"Hrmph. Sander, want to throw a few bombs? Maybe flush out anything nasty in here."

Storn then crouches, looking at the brambles.

Would an enlarge person spell help with navigating the brambles, or just make it worse?


It might be of help in pushing through or seeing over, but less so in actually walking through the maze.

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

Quill pauses before the heaping stinking mounds of thorny detritus (no, not Storn and Dieter) and gazes for danger.

1d20 + 13 ⇒ (9) + 13 = 22 Perception

"Oh sure," Quill pauses...then causes his bow to charge with crackling lightning. "You guys go ahead, I'll watch from here."

"If you want, we're not in a rush. We have the time to burn this all out or chop our way through the thorns."


Male Human Barbarian (Invulnerable Rager, Urban) 5 / Fighter (Unbreakable) 1 -- HP 67 : AC 20 CMD 21 TAC 11 FAC 19 : F+9 R+4 W+4 : DR 4/- INIT+2 Perception+10

Dieter nods in agreement. "Yes. If you don't mind, let's lob a few bombs and see if anything makes a stir." He presses his mouth into a flat line. "Also, I get the inkling that chest is likely trapped. Because why not?"


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

Sander shrugs.

"I can try a bomb, but I don't think it's going to do that much. There's not a lot of force to the explosions."

He tosses one into bramble about 10 feet in front of them.

Quick Stats:

HP 41/41 (+10 for mutagen)
AC 17, touch 14, flat-footed 14
Fort +7 (+4 vs. poison), Ref +8, Will +3 (+2 vs. fear)
CMD 13
Bombs: 5/8; Mutagen: 1/1
Effects: +4 Con (+2 Fort saves), +2 AC, -2 Cha

Extracts
1st (5/day): cure light wounds [], expeditious retreat [], true strike [], shield [x][], xxx
2nd (3/day): alchemical allocation [][], invisibility []


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Storn shrugs as a bomb goes off behind him.

"It's more about making sure--

KABLAM!

"--that if there are any critters in the brambles, they'll want to come out and say hi."


Like briers the world over, these seemed relatively impervious to mere fire. The nearest ones were blackened by the flames, but the heat was just not intense enough or of long enough duration to really get the tough, fibrous plants to catch light. The explosion did send a number of small vermin scattering - mice, insects, the usual suspects. you waited for a moment, but nothing else seemed to happen. No gigantic bugblatterbeast roared its challenge, and no man-eating hummingbirds whirred in to attack.


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

"Right, then," Molly says. "With my regrets to the little beasties, but unless I can see a way to tumble through this lot, it's on to Doctor Chopper. That means you, Storn."

Is there a way to get through this lot using Acrobatics?


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Upset that he will not face the ravenous bugblatter beast, Storn starts cautiously poking his way through the brambles, hoping that his armour protects him.


Molly - It's just briars in bunches. Think of a hedge maze


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

"See? Nothing. It's just plants, and most of them aren't that bad. Just be careful, and we won't get stuck."

Sander heads out through the maze, not waiting for Storn to despoil it.


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Molly follows after Sander, crossbow in hand and loaded.

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

"Nothing? Not even man-eating hummingbirds!?" Quill keeps his bow ready, staying where he is. "I could have sworn we'd see H.O.U.S. trying to defend their hummus."

Quill waits for others to go on in, not seeing a need to get closer to the chest at the moment...or at all if they are just going in an getting out.


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Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

"Hummingbirds of Unusual Size? I don't think they exist, Quill."


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

"Depends on what you feed 'em and which spells you cast on 'em," Molly says without thinking -- and then suddenly appears to become interested in something very different.


Male Human Barbarian (Invulnerable Rager, Urban) 5 / Fighter (Unbreakable) 1 -- HP 67 : AC 20 CMD 21 TAC 11 FAC 19 : F+9 R+4 W+4 : DR 4/- INIT+2 Perception+10

"So when you say they are of unusual size, do you mean that they are several inches longer, or something that could eat a house cat without difficulty?"

He looks at the briars in thought. "Let's see if anything gets upset." He makes a tentative swing with his sword to cut through the bramble.


Maneuvering through the mounds of brambles was slow going, as the vines seemed to reach out and grab any exposed cloth or skin as you passed. As you neared the giant mound at the far end of the room, something like a ten-foot tall pile of brambles arose. A wave of negative energy pulsed out from it, sapping everyone's strength, and the brambles around you appeared to come to life, waving menacingly.

Mariana acted quickly, a flick of her wrist sending her wand into her hand. She used it to Bless the party, infusing everyone with strength of both mind and body.

GM screen:

1d20 + 7 ⇒ (2) + 7 = 9
Mariana 1d20 + 3 ⇒ (11) + 3 = 14
Molly 1d20 + 1 ⇒ (11) + 1 = 12
Quill 1d20 + 3 ⇒ (7) + 3 = 10
Sander 1d20 + 3 ⇒ (9) + 3 = 12
Storn 1d20 + 2 ⇒ (2) + 2 = 4
Dieter 1d20 + 2 ⇒ (4) + 2 = 6

Round 1:

Mariana casts Bless on everyone. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Everyone needs to make a DC19 Fort save or be nauseated for 1 round and sickened for 1 minute.

Initatives:
R1: Mariana, Sander, Molly, Quill, plant, Dieter, Storn

Here's the map
All squares are difficult terrain


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Fort. 1d20 + 4 ⇒ (10) + 4 = 14

Molly gags at the sensations flooding her and backs away.

How can I identify this thing?


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

Fort save (+2 vs. poison): 1d20 + 7 ⇒ (2) + 7 = 9

Quick Stats:

HP 41/41 (+10 for mutagen)
AC 17, touch 14, flat-footed 14
Fort +7 (+4 vs. poison), Ref +8, Will +3 (+2 vs. fear)
CMD 13
Bombs: 5/8; Mutagen: 1/1
Effects: +4 Con (+2 Fort saves), +2 AC, -2 Cha, nauseated 1 round, sickened 1 minute.

Extracts
1st (5/day): cure light wounds [], expeditious retreat [], true strike [], shield [x][], xxx
2nd (3/day): alchemical allocation [][], invisibility []

Knowledge (nature): 1d20 + 8 ⇒ (3) + 8 = 11

Sander retches as he tries to figure out what the thing is before realizing he'd much rather just be sick and not worry about it for a moment. He backs away from the thing, hoping whatever it did doesn't happen again. Move directly west 10 ft.


K. nature


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Knowledge (nature) 1d20 + 8 ⇒ (11) + 8 = 19


Molly recognized the bundle of briars as a brambleblight. She recalled the creature's ability to nauseate animals in its vicinity just as the creature's energy rolled over her and sent her spewing out the remnants of her last meal.

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

Round 1, Init 10

1d20 + 5 ⇒ (10) + 5 = 15 Fort

Quill grunts as the stank hits his nose, surprised to be struck so hard by the odor. He had thought he would have some resistance from being around Storn armor and Molly's cooking, but no. He calls upon the Elf Who Hugs the World for help.

1d20 + 9 - 2 + 2 - 2 - 4 ⇒ (7) + 9 - 2 + 2 - 2 - 4 = 10 to hit; (+DF,-sick,-4 cover)
1d8 + 5 + 2 + 1d4 ⇒ (6) + 5 + 2 + (3) = 16 magic electric cold iron damage.

1d20 + 9 - 2 + 2 - 2 - 4 ⇒ (20) + 9 - 2 + 2 - 2 - 4 = 23 to hit; (+DF,-sick)
1d8 + 5 + 2 + 1d4 ⇒ (7) + 5 + 2 + (4) = 18 magic electric cold iron damage.

Pot Crit:
1d20 + 9 - 2 + 2 - 2 - 4 ⇒ (5) + 9 - 2 + 2 - 2 - 4 = 8 to hit; (+DF,-sick)
1d8 + 5 + 2 + 1d4 ⇒ (5) + 5 + 2 + (4) = 16 magic electric cold iron damage.

Quill Combat:

AC 18
HP 33/33
Happies: 2/5 used
Ferves: 2/5 used
SacWeap: 0/5 used (+1,swift)

To Hit: +3 BAB, +4 Dex, +1 WF, +1 Magic +1 PBS -1 DA =+9
Damage: 1d8 + 1 Str +1 magic +1 PBS +2 DA = +5

[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+5[/dice] cold iron damage.

[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+5[/dice] cold iron damage.


@Quill- if you are nauseated you only get 1 move action per round. You can go back to being just sick in R2.

Silver Crusade

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Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

Quill thinks he's shooting something, but really he's just vomiting onto his shoes. In this new reality, he crits his left foot with vomit.

Quill moves to AL10, trying to shake off the vomit from his toes.


I'm assuming no one else is getting the new post notifications either? Looking for some posts, and then I'll move on tonight no matter.


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Storn has been patiently waiting for his turn to come up on initiative. :D I'm here though!


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

I stopped getting notifications days ago, it seems. Might want to PM some people. :(


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

I'm busy barfing (Sander is, I mean) but I think we're waiting on you Bigrin. Everyone whose turn it is is busy being sick except maybe Mariana.


Male Human Barbarian (Invulnerable Rager, Urban) 5 / Fighter (Unbreakable) 1 -- HP 67 : AC 20 CMD 21 TAC 11 FAC 19 : F+9 R+4 W+4 : DR 4/- INIT+2 Perception+10

I have not been receiving notifications. Also, I think we are waiting for the plant monster.


My bad. Totally misread things. RL getting to me

Gm screen:

1d20 + 13 ⇒ (7) + 13 = 20
2d6 + 7 ⇒ (1, 2) + 7 = 10
1d20 + 13 ⇒ (9) + 13 = 22
2d6 + 7 ⇒ (2, 4) + 7 = 13

As everyone retched from the waves of dark energy, the brambleblight moved in closer, thorny tendrils spanging off Storn's armor. The magnificent armor held, and though Storn was nearly knocked off his feet, he remained uninjured.

Round 1-2:

Sickened effect ends at start of R2.

Initatives:
R1: Mariana, Sander, Molly, Quill, plant, Dieter, Storn
R2: Mariana, Sander, Molly, Quill, plant, Dieter, Storn

Here's the map
All squares are difficult terrain


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Fort Save: 1d20 + 6 ⇒ (20) + 6 = 26

Storn completely ignores the wave of negative energy, and roars loudly, stalking in slowly with his shield raised as he gets into position with to plant-monster.

"MY TOOTHPICKS ARE SCARIER THAN YOU!"

Total defense to increase AC to 27 for one round, then walking 5' forward to AH15.


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

No worries. It happens. Hopefully we can get going again now and kick some giant plant butt.

Quick Stats:

HP 41/41 (+10 for mutagen)
AC 17, touch 14, flat-footed 14
Fort +7 (+4 vs. poison), Ref +8, Will +3 (+2 vs. fear)
CMD 13
Bombs: 6/8; Mutagen: 1/1
Effects: +4 Con (+2 Fort saves), +2 AC, -2 Cha, sickened 1 minute.

Extracts
1st (5/day): cure light wounds [], expeditious retreat [], true strike [], shield [x][], xxx
2nd (3/day): alchemical allocation [][], invisibility []

Making sure the splash doesn't touch anyone that closes with the thing, Sander tosses a bomb at the plant, concerned as his stash starts running short

bomb (ranged touch), point blank range, -2 for range: 1d20 + 8 + 1 - 2 ⇒ (13) + 8 + 1 - 2 = 20
Damage (fire damage): 3d6 + 3 + 1 ⇒ (2, 1, 5) + 3 + 1 = 12
Splash damage: 7 (DC 14 for half)

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

Round 2, Init 10

Quill moved to AL10 last round.

Quill moves up to AL14 for a clear shot at the beast.

1d20 + 9 + 2 - 2 ⇒ (13) + 9 + 2 - 2 = 22 to hit; (+DF,-sick)
1d8 + 5 + 2 + 1d4 ⇒ (7) + 5 + 2 + (4) = 18 magic electric cold iron damage.

Quill Combat:

AC 18
HP 33/33
Happies: 2/5 used
Ferves: 2/5 used
SacWeap: 0/5 used (+1,swift)

To Hit: +3 BAB, +4 Dex, +1 WF, +1 Magic +1 PBS -1 DA =+9
Damage: 1d8 + 1 Str +1 magic +1 PBS +2 DA = +5

[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+5[/dice] cold iron damage.

[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+5[/dice] cold iron damage.


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Storn's shield of faith would have probably worn off by now, so his Ac is actually 25 with the total defense.

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I’ve been looking forward to this AP for some time now, and so I decided to make it the next one I DMed. I've been running games on PbP for many years now, with two games well into their second year of play. I like a fast-paced game, with regular updates, and a good deal of player-initiated RP and discussion - if I wanted to railroad a story along, I wouldn't need any players. I treat my players well, dish out decent rewards, and hopefully everyone has fun and enjoys a good game in their down time.

I have a few players already lined up to play, and will be recruiting for the last 2-3 positions. We are looking to start on or around Mar 1. Basically, just long enough for me to get and read through the module. With that in mind, I am going to close recruitment on Sun 2/22 at 2:22pm EST. That will give me a week to make the selections and for the party to finish their characters..

Player Expectations:

  • Post as often as is necessary, but keep it regular. I tend to check the boards less often on the weekends, and multiple times a day during the week. Ideally, we’d have at least 1 post per day from everyone, as needed, but I understand that’s not always possible. I am going to do my best to keep this game moving. If you only check the boards on the weekends, this is not the PbP for you.

  • Perseverance is preferred. This is a long lasting story arc split into multiple modules with multiple parts each. If you don't think you can devote the time to hang around for at least a module at a time, this is not the PbP for you.

  • Communication is key. Whether it is letting me know of a vacation where you might not have internet access, questions about some minutiae of game play, or simple clarifications; communication is how I gauge how engaged my players are, and how I can tune the adventure so that everyone is enjoying themselves. If you don’t think it’s important to let the other players and GM know when you aren’t going to be able to post for a few days, this is not the PbP for you.

  • Roleplaying. As mentioned above, I like for my players to take the lead in a goodly portion of the adventure. Cues and clues will be given to prod, but I'd rather you go off on a wild hare chase rather than be spoonfed copied portions of the AP over and over. If rolling dice is your thing, and your character is the strong silent type, this is not the PbP for you

  • Quality posting. Know how you get when that hamburger you ordered doesn't look anything like the picture on the poster? That's how I feel about craptastic posts. No one (but you) is forcing you to rush a post out the door, so take your time with it. If you prefer to let the others do the talking, while you toss in one word responses, and like to roll for social skills with no explanations, this is not the PbP for you.

  • Maps, maps, maps. I really like making maps, and use all kinds in my games. If you want to see how, look into my Shattered Star or Second Darkness games that are currently running. I use a grid system to generate images that I host on Google docs. If you can’t access Google docs, this is not the PbP for you.

  • Have fun! This is one of the most important, because if you aren't having fun, why are you playing? Of course, this applies to everyone else too. So, don't be a jerk. If you want to have fun, then this is the PbP for you!

  • Character Creation and Background:

    Character Creation

    Use the Player's Guide to help define your character, and remember that you will be starting in Trunau, so incorporate that in your background, accordingly.

    If it's Paizo, it's good (mostly). Custom and 3rd party will be vetoed.

    Stats: 20 Point Buy, no stat higher than 18 or lower than 8 post-racial adjustments
    Race: Any race with RP 15 or less
    Class: Any
    Alignment: Non-evil
    Hit Points: Max at 1st level, half die + 1 after that
    Gold: 150 gp
    Traits: Up to 2; 1 campaign and/or 1 other

    Character Backgrounds

    Backgrounds are the foundations we build to make or characters believable. They also provide hooks for the GM to engage your character more deeply in the story. Old enemies, lost relatives, and famous weapons make for terrific potential plotlines, which makes everyone the winner. I’m not asking for a short story or a novel here. Keep it skirt-length (long enough to cover the important details, but short enough to keep me interested). A few paragraphs would suffice. Make sure to cover any driving events in your character's life, specific enemies (if any), and future goals. The more I have to hook into, the more likely you are to feel your character engaged in the adventure. There may be in-game rewards for well-defined characters (more on that later).

    Starting Gold
    150g for all classes. You were either given it, worked for it, or stole it. Work that into your background.

    GM Review
    I am more interested in character concepts and stories than I am in how many times you can hit yourself in the head before you black out. Concept and background are just flat out more important to me than specific roles and the crunch. Don’t ask me what roles need filling. It doesn’t matter. I’d rather play with an all-rogue group that really gets into the storytelling than have the perfect 5 role setup.

    ***************************************************

    What I want from you right now

    I want your character concept (class, focus, how you see your character progressing near term) and background, preferably in its own alias (though that’s just to help me keep track of everything). If you want to put together the crunch also, knock yourself out. I also want you to give me 3 things:

  • A list of driving forces, aspirations, or secret desires - Remember the plot hook discussion above? Yeah, this is more of that.

  • An IC post describing your recent history, and how you ended up in Trunau. Write it as if you are telling your story to a stranger at the pub who just bought you an ale. If you are a long-time resident, or someone just passing through, your story is interesting to him. Maybe interesting enough to buy you another ale?

  • How long have you been playing PbP? New players are encouraged to submit. You have to get your start someplace, and the invited players I already have lined up are a good mix of people that can help show you how PbP should be played.

  • Dotting for interest. Do you have any feelings on firearms or summoners?


    I have lots of feelings for both. Emerging firearms is where we're at. As for summoners (goes for all summoning characters) all I ask is to have your templates ready to go in advance.

    Rule #1 is to have fun. Rule #2 is don't be a dick.


    This character is currently submitted to Brimleydower's recruitment but there is a large amount of applications so I will throw my hat in here as well.

    The stats need adjusted up as the dice were not kind lol.
    The Traits will need adjusted due to no drawback bonus listed.

    I've not done PbP on Paizo boards before but run a game on Rpol.net for a long time now.

    Let me know if you need anything clarified or see anything you like :)

    Silver Crusade RPG Superstar 2014 Top 16

    What slots have your pre-chosen players spoken for, so that people don't waste time aiming for a role that's already taken?


    Zahir ibn Mahmoud ibn Jothan wrote:
    What slots have your pre-chosen players spoken for, so that people don't waste time aiming for a role that's already taken?

    "Don’t ask me what roles need filling. It doesn’t matter. I’d rather play with an all-rogue group that really gets into the storytelling than have the perfect 5 role setup."

    Silver Crusade RPG Superstar 2014 Top 16

    Tanner Nielsen wrote:
    Zahir ibn Mahmoud ibn Jothan wrote:
    What slots have your pre-chosen players spoken for, so that people don't waste time aiming for a role that's already taken?
    "Don’t ask me what roles need filling. It doesn’t matter. I’d rather play with an all-rogue group that really gets into the storytelling than have the perfect 5 role setup."

    Sure enough, it's right in there, the willingness to have an all rogue party. Awesome.

    Grand Lodge

    Dotty-dot! I have this alias in DM Mathpro's recruitment right now but he should be letting us know about the chosen characters within a day or so. If I don't get chosen for that one I'll officially submit Songan for this recruitment thread.

    One question I'd like to ask in case that should happen: how much of a stickler are you when it comes to encumbrance? I'll need to trim Songan's gear just a shade if you want us to include weight of on-hand coin.


    Did someone say all rogue party?


    @Ferrus - looks good so far

    @Songan - I'd like you to keep track of encumbrance. It makes a difference if you choose to keep that extra set of leather armor and move slowly. There are ways of reducing your coin weight (larger denomination coins, banks, gems, etc.). I don't typically charge a fee for wealth exchange, unless the person you are dealing with is unfriendly or just exceptionally greedy.


    "Alright, everyone. Listen up. The plan is simple."

    Cue Ocean's 11 montage...

    I'm actually going to work on a Dwarven Stonelord. Because reasons.


    I'd like to submit this character for consideration.

    - Ruthgar, a Human Evangelist. Having known that his birth was prophesized for much of his life, Ruthgar works to obtain enlightenment to help him see what his birth was supposed to herald as an Evangelist of Milani. Along with his youngest sister and his lover Gilwen, an Alchemist who has a knack for picking pockets, he also searches for other siblings he never knew he had until his father revealed it to him on his deathbed.


    @Tyeal - we all have multiple character ideas floating around in our heads, but I have to ask that you pick the one you really want to play the most for this game and just submit that one.


    Count me in.
    I plan on submitting an Aasimar that appears as a dwarf = Celestial and dwarf.

    One level of trapper ranger followed by the rest paladin. Torag follower and eventual tank.

    I would reflavor Wesley, but a dwarf motif is indicated here.


    dot

    Silver Crusade

    Dot.


    I submit mara for consideration.


    Dotting. I have been looking forward to trying out this AP for a bit now.


    interest dotting, while I try to work something up. :)

    Silver Crusade

    GM. Could I possibly play a monster race? I have an idea for a wizard based around being an oddity


    Submitting Avari Fadarack for consideration.

    Also, I figured I would mention:
    Even though I am submitting a heavy hitting fighter with no social skills, I am very interested in an RP heavy campaign.


    @rorek55 - Use the ARG custom race builder, and keep it 15RP or less. Be prepared to face questions about being a good member of a typically evil race, or how you intend to fit into a very intolerant town of mostly humans.

    @Avari - No social skills characters can make for the best RP, as long as they don't fall into the "grunt and point" trap, or the ever-present but hardly satisfying "quiet loner"


    This is Kias. He's a straight up fighter. I'd have to change his traits and equipment. Mind looking him over and see if there is anything else I'd need to change.

    I'll be able to add the other things asked for at a later time.


    @Kias - Since you asked, the background could be fleshed out a bit more. For instance, which city was he born in? How did he make his way before arriving in Trunau? Why Trunau? What are his goals and aspirations? In other words, what makes him do what he does?


    Yeah, that is the part I'll have to do later. I'm sneaking on here at work. LOL. Was just concerned about black and white stuff. Stats. . .etc. Just wanted to make sure that all looked legal and correct.

    Silver Crusade

    DM, not one for race building, I was just wondering though if I could use the Half-ogre race, refluff it to half giant and change the stats to-
    +4 str, +2 con, -2 Wis, -2 cha.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    I'm one of the players already in the game; looking forward to see what others come up with. I've got a couple ideas floating around my head but will decide on some when I see the group as a whole.

    (Also FWIW, I play in another of Bigrin's games and enjoy him as a GM.)


    Dot! I've been debating between a ranged Hunter or a Bloodrager. Actually... I think I will go with the Bloodrager. I have most of the background planned out just need to do a little tweaking to it.


    DM Bigrin wrote:
    @Avari - No social skills characters can make for the best RP, as long as they don't fall into the "grunt and point" trap, or the ever-present but hardly satisfying "quiet loner"

    I'm guessing that means cloaked mystery men, who sit alone in tavern corners and angst, are right out then? ;)


    Dotting for interest.

    I have no idea about either the AP, or what I even want to play, but I wouldn't mind getting into another Bigrin game.


    I am posting with Valax, who is, well, an (almost) native of the Realm of the Mammoth Lords, a raging ranger of a sort. He is a Mad Dog Barbarian with a Roc companion, who is sent on a scouting mission from the Bearpelt Following by the shaman. Currently built on 15PB, but will put some more points in places to make him be more up to speed.

    Also, an orc. That's not important. He has a writ from the shaman telling people that he's ok. He has a penchant for hero worship, and a bird.

    He is an applicant in the Giantslayer by DM Red Dawg, so I may reconsider playing as someone else.

    I'll also write the inn story. He should be allowed in the inn. He has a writ, you know.

    EDIT: I'm not sure what forum code of conduct is for applying for more that one campaign with the same character, so I thought I'd ask for further reference.


    @rorek55 - Sorry, you'd have to build the template using the race points. to convince me its viable at 15 RP.

    Valax - As far as I am concerned, you've done the first part, and made clear you were submitting to multiple campaigns. The next part is that if you are selected, to let the Gms of the other campaigns know as soon as possible.


    I have a specific character I've been wanting to use for this AP for months now in anticipation. I've already submitted her for DM Mathpro's campaign (results this week I believe), but I'd like to submit her here too. If I get into the other one, I'll of course remove my application here.

    Lira Stormgem, Dwarven Ranger

    She's set up for 175gp, but just remove her greataxe to get down to 150 (she has 11 gp left over from 175 gp). Also, if I don't get into DM Mathpro's game, I'll post the 3 required things you desire.


    Actually, I am good for submitting a ranger, paladin for this recruitment alone. Should be fun.


    Well, here is my application.

    Basics:

    Haskyll Stonereaver
    Male Dwarf Warpriest
    LN medium humanoid
    Senses Darkvision (60)
    Red Hair, Blue Eyes.

    Offence and Defence:

    OFFENSE
    BAB 0 CMB 2 CMD 12
    Speed 20 ft
    Space 5 Reach 5
    Init 0

    Melee Warhammer +3 (1d8+2/x3)
    Battleaxe +2 (1d8+2/x3)
    Dagger +2 (1d4+2/19-20/x2)
    Ranged
    Crossbow, light +0 (1d8/19-20/x2)

    DEFENSE
    AC 16, touch 10, flat-footed 16
    hp 9
    Fort 3 Reflex 1 Will 5


    skills:

    Skills Acrobatics -5, Appraise 2, Bluff 0, Climb 1, Weapons 6, Diplomacy 0, Disguise 0, Escape Artist -5, Fly -5, Heal 3, Intimidate 0, Knowledge (dungeoneering) 3, Perception 3, Ride -5, Sense Motive 3, Spellcraft 6, Stealth -5, Survival 3, Swim -3, Use Magic Device 4

    Feats:

    Feats
    Additional Traits,
    (Class Feature) Weapon Focus (Warhammer)

    Languages:

    Languages Dwarven, Common, Giant, Orc

    Gear:

    Weapons:
    Warhammer, Dagger, Light Crossbow, Battleaxe, Crossbow Bolts (20)
    Adventuring Gear
    Warpriest Kit, Dungeoneering Kit, Fishing Kit, Cooking Kit (AA), Gear Maintenance Kit, Grooming Kit

    Money:

    PP
    GP 2
    SP 5
    CP
    Gems / Jewels

    Racial Traits:

    Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

    Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

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

    Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

    Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

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

    Stonecunning: Dwarves receive a +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.

    Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


    Campaign Traits:

    Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

    Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

    Grounded (DoG 10): You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

    Artifact Hunter: You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (UMD) becomes a class skill for you. In addition, 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.


    Class Features:

    Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (except Tower Shields).

    Weapon Proficiency: You are proficient with all Simple and Martial weapons. Additionally you are proficient with the following weapons: Battleaxe, Pick, heavy; Warhammer

    Aura (Core 39): A Warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

    Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (warhammer)

    Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells.

    Blessings (Su): Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
    Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
    If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

    Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them.
    Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before
    the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.


    Blessings:

    Protection Blessing
    Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
    Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

    Law Blessing
    Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.
    Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template (Bestiary 2, 293). This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).


    spells prepared:

    Level 0
    Read Magic
    Detect Magic
    Create Water

    Level 1
    Divine Favour
    Divine Favour


    Background Fluff:

    Haskyll Stonereaver was born in the 5 King mountains of a family of Guardsman. While he was growing up, he was regaled with tales of the ancestors and those of his family who had gone before. As these tales were given when he was growing up, he did not ascribe some of the things that were said as exaggeration, and thus he vowed to become a similar hero to the dwarven people.
    Soon after he was enrolled in school, his parents were tasked to guard a caravan to the human town of Trunau. His father took his families axe Gorechild, and departed with the caravan. Many months went by, and word finally arrived that the caravan and all who were in it, had been killed, and everything taken. His families loss was overshadowed by the loss of the caravan, and it was a brutal blow to his famies honour.
    When he was told of this, Haskyll, made a vow to hunt down and return the families axe which was said to have magical properties, and to restore his families honour. so to help himself with both the hunt, and to give himself fully into he search.
    He enrolled in the church of Torag, to give himself the best opportunities to study and get better training in both the arts divine and martial. However, in his training, they realized that his forte was more in the martial side, as opposed to the spiritual side of the church, and thus they enrolled him in the temple guards for further training, with the promise that he would get further time to study, and learn all that he could about the area that his parents went missing.
    In his early 50’s, he started travelling around trying to learn what he could about both the caravan that was wiped out, and where it was. It was during this time frame that he managed to narrow down the name of the town (Trunau) where the caravan was wiped out. With this information, he asked for and received permission to leave for there, but only if he was involved with one last caravan of supplies for the human garrison of the town. Haskyll, agreed to the stipulation, and found himself in Trunau 2 months later with a caravan of supplies for the town.
    Shortly after leaving the caravan, he found himself in the local Tavern

    Driving Forces:

    Finding his families Legacy (Gorechild)
    Redeeming his families Honour
    Acting with honour

    Being true to friends

    Becoming wealthy enough to reestablish his families holdings in the 5 kings mountains

    I am relatively new to PBP, been playing less than a year.


    Here's my application!

    Background:
    Always a roamer, Kaore grew up with parents who allowed him to travel freely, jumping from band of travelers to merchant caravans to diplomatic envoys, he never stayed for long. As he grew, he realized that that was the most valuable gift he could have been given, and made it his personal calling to ensure that any and all peoples had the right to come and go as they chose.
    He has worked with the Liberty's Edge of Andoran, as well as served as a private bodyguard for various groups of travelers and now wanders Golarion, searching out the most war-torn and besieged areas to ensure that any who wishes to leave can do so.
    Of course, this is not an easy job and he has often had to work to resolve the latent conflicts in that area, but Cayden Cailean has given the strength to continue his work, and has now urged him to travel to Trunau.

    Stats:

    Male Human Inquisitor(Liberation Domain) 1
    NG Medium Humanoid (Human)
    Init +4; Senses Perception +6
    ====================
    Defense
    ====================
    AC 17, touch 14, flat-footed 13
    HP 9/9
    Fort +3, Ref +4, Will +4
    CMD 16
    Liberation Rounds 1/1
    Roll With It 1/1
    ====================
    Offense
    ====================
    Speed 30 ft.
    Melee
    Glave +2(1d10+3/X3)
    Range
    Longbow +4(1d8/X3)
    BAB +0
    CMB +2
    Judgement 1/1
    ====================
    Statistics
    ====================
    Str 14, Dex 18, Con 12, Int 8, Wis 14, Cha 10
    Skills: Disable Device +4, Knowledge(Religion) +3(+5 to identify), Perception +6, Sense Motive +7, Spellcraft +3, Stealth +7
    Feats: Point Blank Shot, Precise Shot
    Languages: Common
    Traits: Roll With It(Campaign), Fate’s Favored
    ====================
    Spells-CL 1st, Concentration +3
    ====================
    Cantrips
    ====================
    Detect Magic, Guidance, Light, Read Magic
    ====================
    Lvl 1 Spells
    ====================
    2/2
    Divine Favor, Cure Light Wounds
    ====================
    Special Abilities
    ====================
    Roll With It: You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. 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.
    Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
    Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
    At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
    When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
    Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
    Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
    Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
    Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
    Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
    Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
    Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
    Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
    Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
    Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
    Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
    ====================
    Gear
    ====================
    1 Longbow
    60 Arrows
    1 Glaive
    1 Hide Shirt
    Inquisitor’s Kit
    50 ft. of hemp rope
    1 Vial of Acid
    43 Gold


    Throwing my hat in the ring
    May I present Mitleid dwarfen cleric of Torag!


    Working on this master summoner, noble from taldor, somewhat lazy, his eidolon is a butler.


    Submitting this guy for another GiantSlayer as well, hoping to get into one of them. He has a brother who will be submitting as well, we're a package deal.


    Thank you all for your interest. Here is the list of at least partially completed characters that have submitted so far. If you don't see your name, I either missed you, or you haven't posted enough of a concept to make the list.

    Ferrus Goldenbrow - Oread brawler
    Songan Eyata - Catfolk bard
    Ruthgar - Human evangelist
    Mara - Human oracle
    Avari Fadarak - Half-elf fighter
    Kias - Human fighter
    Lira Stormgem - Dwarf ranger
    Haskyll Stonereaver - Dwarf Warpriest
    Kaore - Human inquisitor
    Mitleid - Dwarf cleric
    Johnathon Merker - Human master summoner
    Hinjar Inar - Human warpriest

    I encourage everyone to re-read the recruitment post to make sure you submit what is necessary.


    It would appear Hinjar is a bit confused. That character is for a different, and 5th level, duo game we are running.

    The real submissions for giant slayer are:

    Grok: Oread Titan Fighter with giant blood.

    Racket: Wayang Alchemist that will be multiclassing into rogue.

    The characters will be working together using teamwork feats and cooperative tactics.

    If we are chosen I will tweak the submission a bit. (I know the stats are a bit off and such.)


    I encourage everyone to re-read the recruitment post to make sure you submit what is necessary.

    All those can be found under info

    Thanks for the reminder!!!


    Yeah sorry, switch out Hinjar for this guy, Racket, an alchemist. I posted that just as soon as I woke up. LOL


    It says roleplay, but I've been known to do some crazy stunts or do something weird or completely absurb as part of my roleplay. In fact it is what I'm best at roleplaying at if that counts.

    Example 1 of many. There is an enemy down the hall and I'm in the back. The hallway is 5 feet wide. I stretch out my arms and legs to climb up the wall, too bad I'm bad with computers, otherwise I'd show you a picture of what I mean. climb: 5 + 1d20 ⇒ 5 + (8) = 13 and I move up 15 feet.

    then next round I move forward keeping my body up against the wall as I move, which would be about half speed rough terrain.acrobatics: 4 + 1d20 ⇒ 4 + (9) = 13 to not fall while I'm doing this, or if I'm a caster, I cast my spell to try to hit the enemy from my height advantage, given the enemy is not in melee yet and I'm above my party, he does not have cover. concentration: 4 + 1d20 ⇒ 4 + (17) = 21 because what I'm doing is really hard. acrobatics: 4 + 1d20 ⇒ 4 + (1) = 5 because the stunt is insane acid splash: 1d20 + 4 ⇒ (13) + 4 = 17. that is probably a hit, but I probably also fell in that example

    Example 2 of many. There is a Roc in the air. I try to hook onto it with my grappling hook. i don't what roll that would be in this example: 1d20 ⇒ 20 and with my might I will pull it down as the grappling hook is wrapped around its neck. assuming this was a success cmb: 4 + 1d20 ⇒ 4 + (18) = 22

    I have some out of combat examples too, but I can't think of them right now.

    Oh and as far as the character talking, I almost always say the most absurd or insane things, or I'm being funny. Example: I walk up to a ten year old boy. I'm a God and I can prove it. bluff: 3 + 1d20 ⇒ 3 + (2) = 5 as I cast levitation on myself to a boy who might not know anything about magic. And I pull out my holy symbol even tough I'm not a cleric.


    Advanced Human:

    Humanoid (0RP)
    Medium (0RP)
    Speed Normal (0RP)
    Advanced (4RP) +4Str, =2Dex, +2 Mentals
    Language Standard (0RP)
    Defensive Training Lesser (1RP) Giant
    Hardy (3RP)
    Flexible Bonus Feat (4RP)
    Lucky, Lesser (2RP)

    Hatred (1RP) Giant, Orc

    Einar's Beginings:

    “Come, sit, and listen. You, old man, be quiet. I will tell you of the humble beginnings of the great Einar Gunnarson. Now you all know of Einar and that he has been prophesized to unite the land. You may also have heard of his noble friend and ally, Tyr Olafson. Well, that’s me.” He smiles. “Let me tell you of Einar’s past. To know Einar, you have to understand and know his family. His line has had great warriors, shaman, and healers over the years. You see, Einar is truly blessed by the gods. Not only does he have celestial blood in his veins, he is bound to a celestial spirit that protects and strengthens him. This is his family’s secret magic and the source of his power.”

    “The binding ritual is done within the first few years of life. Sometimes it takes; sometimes it does not. It was Gunnar that decided that the ritual be done on Einar on the day of his birth. This had not been done before, but Gunnar had a powerful vision from his dreams: his son would become a Linorm King and unite the lands. Gunnar knew their family magic would be needed for Einar to fulfill the legacy foretold in the vision. This would also protect Einar from any who would seek to harm the boy, should his destiny be discovered. The ritual took, as Gunnar knew it would. Gunnarthen presented Einar to Sveinn Blood Eagle. Sveinn saw the boy and listened to Gunnar talk of his vision. Sveinn believed there would be one to rise and unite the lands one day. Many came before him with this claim, but all had failed. But something happened when the great king looked into the baby’s eyes. He saw hope in Einar. Sveinn gave his blessing this day and looked forward to the days ahead, and what would become of Einar.

    Even as a boy Einar possessed great power. I became friends with him then, and have been by his side for all his trials and tribulations since. Now his first was not unlike what many of you may go through in a few years. Einar proved to be of warrior spirit and as is tradition with our tribe, he was sent on a hunt. Many beasts dwell in the Stormspear Mountains, so young warriors were not sent deeper than the foothills on their first hunt. But Einar was special and was tasked with a special hunt. The Stormspear Mountains are known to be home to the much feared Yeti. Some call them Abominable Snowmen, because they prey on those that explore the highest mountains. Einar’s first hunt was for yeti. He accepted his task and journeyed into the mountain pass.
    Gunnar was proud and gave the boy his sword. Though the blade had no magical properties it was a reprsentation of Einars family line. He took the blade and told his father he would do him proud.

    Einar spent days camping, hunting and living off the land in solitude. The mountains themselves, though full of terrifying creatures, were not abundant of food. Because of this Einar would have to venture back down to the hills to hunt day to day. On the fourth day, Einar killed a young boar, which would provide enough food for the next few days if he still had not succeeded in his ultimate task. As he hiked back up the mountain with his kill, he noticed he was being stalked. He kept an eye out but carried on with the cleaning and preparation of his meal as normal. As the smell of charred meat perfumed the mountainside, his stalker attacked. Einar was prepared. He stood and drew his father’s sword. He had trained and now would be the test not only for him, but also for the spirit empowered him. The great white beast charged in, swinging wildly over Einar’s head. Einar took advantage and cut a deep gash into the muscular chest of the yeti. The beast roared out in pain as it clawed furiously toward our hero. One of its claws struck true and ripped the flesh off Einar from chest to belly. Coldness seeped in from the blow, but Einar proved to be resilient to its effects. He repositioned and struck the beast again. This time he cleaved into the shoulder, nearly severing the arm. The beast howled in pain again, reeling and falling to the ground. It started to speak and beg. Now I know what you’re asking yourselves. Can yetis talk? Well it would seem so, and somehow, Einar understood it and spoke back in its language.

    You see, the yeti was only attacking for food. Einar understood this. He treated the wounds of the beast and asked it to join him in his meal. Einar was curious about this beast. The two rested and feasted together, learning of one another. Einar, always looking to the future, asked the beast to take him to meet its tribe. After resting a day, the two unlikely companions set out to venture deeper into the mountains. A few hours later, they arrived at a cave. The yeti bid Einar wait outside as he went in to gather his tribe. All together their tribe numbered ten. There were only two other males; the rest were females and young. It seemed the males did the hunting. The yeti introduced Einar around and told his people of the mercy and hospitality he was given. The tribe, though joyed to have one of their hunters return, were worried of their home now being known to man. Einar, thinking as a leader at even such a young age, seized the situation and forged an alliance with the yeti.

    Many days had passed now, and Gunnar started to fear the worst for his son. The morning of the sixth day had come. Gunnar determined to set out and find his son, dead or alive. Just as he was packing, he heard a commotion from outside. It started with screams. Gunnar took up his arms and ran out to see the cause of all this. He came upon Einar, standing with the still wounded yeti, in the middle of the village. Einar embraced his father and told him to lower his sword. He went on to explain that not only did he best the beast in battle but he also forged a relationship between their tribes. The yeti would act as watchers of the mountains and pass and provide protection to the north. They could also be called on for aid if needed. In return, the village needed only to safeguard the location of the cave and provide the yeti protection form would-be hunters if needed. Gunnar could not believe this, but he respected his son’s compact with the abominable snowmen. It was this day that Einar’s legend began.

    He spent the next years training in the mountains with the dwarves. He learned to combat their ancient foes. He know slaying the Linorm would not be enough. There would be resistance from mayn barbaric tribes of giants and orc so this training too would aid him. In fact when he returned to his village a letter had come to his father. Einars uncle Sigmar had moved away. Being second born he wanted to find his own path since Gunnar was in line to be chief. Sigmar had made home in the village of Trunau to the south east. This letter was a request for aid. Tunau was a human settlement in the Hold Belkzen. This area was overran with orc tribes and Sigmar feared for the village and his families life. Einar saw this a a chance to secure a distant ally. If he helped his uncle and saw him to power perhaps he could help against the orcs later on. He told his father he would go and aid his uncle, but that is a story for another time my friends."

    Einar will be a Synth Summoner if thats cool with you and stay with the class. If that scares you off I'm fine doing him as a bloodrager, maybe even a warpriest. If selected will work on the build.

    Driving Forces:

    Einar is destined to kill Fafnheir, the father of all Linorms. This is his end goal and Tyr is his friend and Ally, His backstory is being told as if this has happened.

    Fame: Einar desires to be known. He wishes to use this in his end game to unite the lands and bring a era of peace.

    Devotion: Einar is devoted to people. Not just the Ulfen as he desires a greater peace than that of the lands of the Linorm Kings. Because of this he gives his all to help people and cares what they think of him.

    Einar Post:

    After a long journey Einar kicks and wipes the mud from his boots before knocking on the door of the house he was directed too. We knocks twice and awaits a reply. As the door opens a stout man looks out to him, looking up to meet his gaze. What can I do for you son? The man ask. You do not know me uncle I was born after you left. Your brother Gunnar sends his love and the aid of his son. I am Einar son of Gunnar, son of Alric. May I come in uncle so that we can talk of the orc surround this place? Sigmund surprised and joyed embraces the boy and then steps back. Of course son come in. I see it now. It can't be mistaken, you are your fathers son. The two step inside. Einar pulls the large blade from his back wrapped in furs and leans it agains the wall. He then takes the bearskin cloak from his shoulders and drapes it over the chair before sitting. Uncle I saw patrols on my way here. I avoided them at all cost. I had to kill a scout or two but there should be no word of me coming here. I am here to help however I can. May I stay with you for the time? His uncle comes back and sits a mug of ale in front of the young man. Of course my boy. My home is yours. The orcs have us surrounded, but lets talk on that later. Tell me how your father and family are. The two sit and drink catching up on stories and telling tales.

    PBP EXP:
    Been playing for 3 years. Currently in 7 games I think. Longes one is 2 years old. I post very often and lots during the week. I check in on the weekends but don't post much as it seems to sit there most of time, though I will if thins seem to keep moving. My active Alias's have around 1400 post.


    We've worked out a joint backstory for Grok and Racket, as seen below:

    The harrowing tale of Grok and Racket:

    Grok and Racket

    Racket was a bounty hunter, working for an orc tribe that had captured him when he was younger. He doesn’t remember a lot about his childhood, and for a long time was happy to work for the orcs doing what he did best… sneaking into places and grabbing people or things that don’t belong to him. But then he was assigned to bring in a pair of half-orc infants from the family home of a woman who had been savagely attacked by the orcs.
    The poor woman had died in childbirth of her twin half-orc children, and her father had spared the children, trying to hide them away, but their orcish father found out about them and sent Racket and two enforcers to bring them back to the tribe as slaves or worse. When he saw the suffering of the family, Racket couldn’t comply, and tried to convince the enforcers to leave with him. The two orcs were not happy, and tried to grab the children anyway, bashing their poor grandfather’s head against a wall and knocking him out.
    Racket took the opportunity to break his orcish chains, and stabbed one of them in the back viciously. The other orc would have likely overpowered Racket if an oread named Grok hadn’t intervened, his sword cleaving the orc in two.

    Grok’s ancestry is an interesting one. His family has lived deep in the mountains for generations, and given his mixed lineage there is no surprise he was born an Oread. His mother is a half-giant. His father, a very ambitious dwarf.
    He grew up alongside normal dwarves of his age, but they all knew he was different. He was no dwarf. Maybe a carving of a dwarf, but not like them. Because of this he never quite joined the society. Before he could even finish his education he was recruited to the militia. He was happy to go. Anything to get him away from the staring eyes and whispered comments. He wanted to show them that he was more than an abomination, he was strong, he was brave, he could be great.
    After his first services in the militia he had earned a bit of coin and learned the skills he needed to survive on his own. He had earned respect among the ranks of soldiers, due in no small part to the fact that he had mastered the use of an 8 foot sword, but he knew this was not the life for him. He took his small supplies, and set out on his own.
    He found work here and there as hired muscle. Most commonly he was sent to collect debts. A six foot wall of stone is good at collecting debts. After completing a routine job, Grok was relaxing on a bench in one of the poorer districts of town. He watched as two orcish men and what looked like a small living shadow entered a house. Shortly after they entered, he heard the sounds of a scuffle and shouts for help. Grok ran to the door just in time to see a man thrown into a wall. He had just enough time to loose his sword and swing at one of the orcs when the shadow-man climbed up the back of the other orc and stabbed him cleanly below the neck, killing him instantly.

    After the scuffle ended, the rock and the shadow made a deal. Grok needed an “agent” of sorts, to help him get jobs and do the talking. Racket liked the idea of having an 8 foot sword watching his back. The two worked together well, their combined strategy building into a whole much stronger than the individuals alone.


    @jooker and racket - Obviously I didn't look at the character's stats to catch that he was the wrong level. Am I reading correctly that you two prefer to be chosen as a pair, or not at all?

    Einar - As I said before, submit what you want to play. I prefer not to change someone's desired character.


    added to the above post as I forgot to put in all you wanted. Crunch is easy I will throw it up today or wait to be selected just depends if I'm board at work this afternoon :)


    Hmmm

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