GM Captain Trip's Giantslayer Adventure Path - Now with 50% more calories!

Game Master Chad Newman

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Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5
GM Captain Trips wrote:

Only one party member beat their init, and with the way I play grouped initiative that wasn't enough to beat them. My system gives the party the advantage in just about any situation, but this one was just a lot of bad init rolls.

Roger that. I had forgotten that you used group initiative. When I run I use group initiative after the first round. That way the +10 initiative type wizards and rogue who really needs to go before the enemy is not held back by +1 initiative clerics and fighters. So it usually goes: really fast people / enemy / entire party / enemy / party, etc.


Gobbo!

In some situations I do that, as you should recall. It really depends what is happening and how the scene should work. In this case, I would have been totally fine with Johan getting the drop on the orcs as they climbed aboard, had it not been for the sheer effort each person on the barge had to take to simply stay on their feet after the sudden lurching stop, which the orcs were fully prepared for. There are other indicators that could have changed this somewhat, but they didn't fall into place. :)

I'll give Corentin till around noon to get a post in before I bot him along in all his smashing face glory.


Male Human Cav 6/Sent 1 | AC 21 T 10 FF 21 | HP 61/61 | F +8 R +4 W +3 (+2 v Charm/Comp) | Init +2, Perc +9, Chal 2/2, Tact 2/2 (6 rnds), Inspired 1/1
Resolute:
AC 21 T 11 FF 19 | HP 60/60 | F +9 R +7 W +5 (+4 vs Ench) | Init +1, Per +5

The sudden attack comes as almost a relief after spending much of the day waiting for something to happen. With a flesh and blood foe before him Corentin dropped back on his training and struck.

Attack: 1d20 + 8 - 2 + 1 ⇒ (7) + 8 - 2 + 1 = 14
Damage: 1d8 + 3 - 2 + 1 ⇒ (5) + 3 - 2 + 1 = 7

Spirit attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

AC = 20

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

There are at least two war trained horses in there with you Corentin if you want to try to command them...


Gobbo!

@Johan - Just an FYI, your back is now to the ballista mounted on the deck you are occupying, so you are limited as far as movement goes after this round.

As the orcs swarm the deck, the party falls into the increasingly familiar rhythm of battle once more. From below decks, a rousing chant can be heard, and the voice spurs Corentin on and fills his body with a sense of strength. He brings his weapon down on the pitiful orc standing in front of him, cleaving into orc flesh and showering the stables with fresh blood and the creature collapses to the deck. The two orcs in front of Sasha and Galor go down quickly to the pair, their combined assault deadly and precise. Johan's bow twangs in rapid succession, each arrow piercing deeply into an orc skull and leaving two bodies motionless before him. Gizsmith, still attending the captain, moves to investigate the sudden halt in the barge's movement and the sounds of battle breaking out on the main deck, chanting a few arcane phrases as he does so and calling forth an invisible layer of protection around his small form.

From inside the stable, the scarred and burned orc roars in anger at the sight of his crew member dead on the ground in front of the armored human, and rushes forward to attack, his large blade leading the way. As the orc brings his massive blade down, Corentin is all to aware of the angle of the attack, and realizes far too late that he is defenseless against the incoming blow. The falchion hits the cavalier on the collar bone, and plows through steel and flesh before stopping in the middle of the man's chest. Corentin stares in disbelief for a monment before falling back away from the blade, crashing to the ground motionless. Suddenly a trio of arrows fly towards Johan, just as he looks up from the fallen orcs at his feet. Two of the arrows strike with amazing accuracy and power, knocking him back a foot as he struggles to maintain his balance, while the third goes wide, slamming into the ballista at his side. From across the ship his eyes can make out the hateful glare of a human female, already reaching back for another arrow. The remaining orc on the main deck charges Sasha, growling in rage. The poorly trained creature is clumsy however, and the halfling easily parries the much larger blade with her sword.

Devestating first round of real combat. Corentin takes a wicked critical for 43 points of total damage, dropping him to -5 once the rage fails. I feel horrid that I've now dropped the party tank in the first round of combat for the last two encounters. Bad dice! Johan narrowly escaped what would have been a deadly critical himself, but takes 28 points of damage none the less. That favored enemy thing is a mean one when it works against you> :)

Martok is now free to enter combat during this round of the party's actions. He was able to see the arrows drill into Johan, which doesn't bode well!

Johan, right now you and the archer have what I'd consider soft cover against each other, which is why I added an additional -2 to my attacks.

The party is up!

Dice:

Sasha Attack: 1d20 + 6 ⇒ (12) + 6 = 18 Danage: 1d6 + 2 ⇒ (4) + 2 = 6
Galor Attack: 1d20 + 6 ⇒ (19) + 6 = 25 Damage: 1d6 + 3 ⇒ (5) + 3 = 8 Trip: 1d20 + 5 ⇒ (9) + 5 = 14
Orc Barbarian Attack vs Corentin: 1d20 + 10 ⇒ (18) + 10 = 28 Damage: 2d4 + 15 ⇒ (3, 3) + 15 = 21
Orc Barbarian Confirmation vs Corentin: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 2d4 + 15 ⇒ (4, 3) + 15 = 22
Archer Attack #1 vs Johan: 1d20 + 13 + 4 - 2 - 2 - 2 ⇒ (11) + 13 + 4 - 2 - 2 - 2 = 22 Damage: 1d8 + 1 + 4 + 4 ⇒ (5) + 1 + 4 + 4 = 14
Archer Attack #2 vs Johan: 1d20 + 13 + 4 - 2 - 2 - 2 ⇒ (20) + 13 + 4 - 2 - 2 - 2 = 31 Damage: 1d8 + 1 + 4 + 4 ⇒ (5) + 1 + 4 + 4 = 14
Archer Confirmation vs Johan: 1d20 + 13 + 4 - 2 - 2 - 2 ⇒ (2) + 13 + 4 - 2 - 2 - 2 = 13 Damage: 1d8 + 1 + 4 + 4 ⇒ (5) + 1 + 4 + 4 = 14
Archer Attack #3 vs Johan: 1d20 + 8 + 4 - 2 - 2 - 2 ⇒ (6) + 8 + 4 - 2 - 2 - 2 = 12 Damage: 1d8 + 1 + 4 + 4 ⇒ (8) + 1 + 4 + 4 = 17
Orc Charge vs Sasha: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 Damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10


Male Dwarf Shaman (Flame) 4 | CMB: 3, CMD: 14 | F: +5, R: +3, W: +7 | Init: +7 | Perc: +9, SM +5 | Speed 20ft |

I'm assuming I'm too far away to actually enter into combat but let me know otherwise...

The dwarf knew that the orcs were up to no good. He could feel it in his gut.

Making sure Kitah was inside his clothes, Martok took off running towards the barge. Short legs pumping, the dwarf was already working up a sweat.

He shouted in surprise and anger when he saw Johan being skewered by arrows and made a beeline for the archer. "Johan, get down!

Battle axe in hand he jumped on to the barge.

I want to get on the barge as quickly as possible and close to the archer. Please adjust my position in the combat map (you need to add my token)


Male Human Cav 6/Sent 1 | AC 21 T 10 FF 21 | HP 61/61 | F +8 R +4 W +3 (+2 v Charm/Comp) | Init +2, Perc +9, Chal 2/2, Tact 2/2 (6 rnds), Inspired 1/1
Resolute:
AC 21 T 11 FF 19 | HP 60/60 | F +9 R +7 W +5 (+4 vs Ench) | Init +1, Per +5

No worries, such are the dangerous of the adventurers life. On the plus side at least Cor has enough HP to have survived the first (and hopefully second) time. :)

Stabilize DC 15: 1d20 + 3 ⇒ (12) + 3 = 15

See, the dice still like our beleaguered Cavalier :)

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

I am less happy than you Corentin, but only because the woman is a better archer than me! :)

Badly wounded the archer is about to return fire as the only reasonable thing to do when he hears an impossible voice over the din of battle. Shaking his head for just a second he calls back. Martok? What is the Moradin's beard are you doing here? His heart lifts at the gravelly voice and he fires a single arrow at the orc threatening Sasha before moving to the low wall at the edge of the fore deck and taking his old friend's advise by falling prone and taking cover. Hoping for total cover but at least partial cover and +4 vs range for being prone.

Single Shot at the last? orc: 1d20 + 9 + 2 - 2 ⇒ (7) + 9 + 2 - 2 = 161d8 + 2 + 4 ⇒ (7) + 2 + 4 = 13

I am good at shooting orcs so I shot an orc. Someone else go kill that human archer before she kills me. :) Oh and do you like the little icon I added to my marker?


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Giz continues to move towards the main deck. Double move


Gobbo!

@Martok - Token is now on the board. With the distance you had on the barge, I'm going to allow a run action to get to the ship, even though you had water to contend with as well. You'll still need to climb aboard if you want to get toe to toe with things. I'm going to be generous and call it a DC 15 check. You'll need two checks to get aboard the ship due to your movement speed.

@Johan - Since they are rails, I'm going to give you cover, but not total cover. Still, a net -8 to hit for the archer is about as safe as you can hope for on the deck of a ship when she is in an elevated position, so its not a bad move. Takes you out of the fight though for now.

Once we hear from Szacha I'll move to round 2!


Male Dwarf Shaman (Flame) 4 | CMB: 3, CMD: 14 | F: +5, R: +3, W: +7 | Init: +7 | Perc: +9, SM +5 | Speed 20ft |
GM Captain Trips wrote:
@Martok - Token is now on the board. With the distance you had on the barge, I'm going to allow a run action to get to the ship, even though you had water to contend with as well. You'll still need to climb aboard if you want to get toe to toe with things. I'm going to be generous and call it a DC 15 check. You'll need two checks to get aboard the ship due to your movement speed.

So do I need two 'move actions' to get on board? Can I see the archer from my position?


Gobbo!

@Martok - yes, unless you have a more creative way to board the barge. You do have line of sight to the archer, with soft cover.


Szacha, knowing trouble for what it is, continues to use his gift to bolster his friends: "Oh ye of raging furyyyyy! Oh ye of stalwart Trunauuuuu! Let them Ooorcs swallow your arroooooows!"

Casting Mirror Image for 1d4 + 1 ⇒ (4) + 1 = 5 images.

At the same time, he weaves in his song a most powerful incantation that has protected him from harm in the past. As he jumps up the stairs, his form multiplies and shifts, and six Szacha barrel onto the deck, Aggrimosh in hand.


Gobbo!

Johan fires an arrow, quickly skewering the remaining orc and then quickly drops to the deck, trying to get out of sight of the deadly archer on the other side of the ship. Echoing from the stairwell beneath the main deck, the skald's loud voice can be heard, calling a thundering challenge to those daring enough to face the party. Seeing the archer on the far side of the ship, Sasha and Galor move into cover, standing at the corner of the stables. Once there she begins to tap into the natural forces that surround the barge, calling upon assistance. From outside the barge a call is heard and then splashing

Hearing the bellow from the stairs, the orc standing over Corentin's body moves towards the new threat. Moving with a speed unlikely for one of his frame, the burned and scarred orc barrels towards the stairway just as six skalds emerge. A look of confusion crosses the orc's face as it swings its falchion into the mass of humans. As the blade cleaves through, one of the images abruptly vanishes, leaving the massive weapon to cleave through the wooden railing, sending a shower of splinters into the air. Unwilling to give up her target, and with no obvious others available, the archer sends an arrow flying towards the prone ranger, careful to aim her shot well. The arrow thuds solidly into the railing just above Johan's head, inches from his eye. The woman spits and curses, but does not appear any less determined. As Szacha starts to gain his footing in preparation of facing the scarred orc he feels something cross over his foot. Looking down he stares in disbelief at the massive brown snake that was lying in wait at the top of the stairs. A full eight feet in length, he can only help but wonder what something like that is doing aboard the barge! Suddenly the snake lashes out at Szacha, attempting to wrap itself around the man. As the snake strikes another image vanishes as the attack fails to connect with the skald.

The party is up!

Dice:

Orc vs Szacha: 1d20 + 10 ⇒ (13) + 10 = 23 Damage: 2d4 + 15 ⇒ (4, 4) + 15 = 23
Is it a Szacha? 6 hits the skald: 1d6 ⇒ 2
Attack vs Johan: 1d20 + 13 + 4 - 4 - 4 ⇒ (8) + 13 + 4 - 4 - 4 = 17 Damage: 1d8 + 1 + 4 ⇒ (7) + 1 + 4 = 12
Chokehold vs Szacha: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d3 + 4 ⇒ (3) + 4 = 7
Is it a Szacha? 5 hits the skald: 1d5 ⇒ 2


Male Dwarf Shaman (Flame) 4 | CMB: 3, CMD: 14 | F: +5, R: +3, W: +7 | Init: +7 | Perc: +9, SM +5 | Speed 20ft |

The barge's decks looked much higher from up close and the dwarf was standing in a foot or two of water. He knew he needed help to get up there.

He cursed his luck and felt relief when he saw Johan take cover.

The dwarf called forth his inner flame and let it form into a warhammer. the flaming weapon flew from his grasp and struck the archer with a resounding clang.

cast spiritual weapon on archer
warhammer to hit: 1d20 + 3 + 3 ⇒ (12) + 3 + 3 = 18
damage: 1d8 ⇒ 4

He then pulled out his crossbow.

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

Still prone, Johan removes a scroll from his side and casts Barkskin on himself. This will not be enough to survive another full round of fire from that woman. he thinks as he does so. but I have got to get back into the fight.

Johan does not have a single healing potion or scroll. :(


Male Dwarf Shaman (Flame) 4 | CMB: 3, CMD: 14 | F: +5, R: +3, W: +7 | Init: +7 | Perc: +9, SM +5 | Speed 20ft |
Johan Fletcher wrote:
Johan does not have a single healing potion or scroll. :(

I knew you were unprepared. They should have never let you adventure alone. :)

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5
Martok, Dwarf Flame Shaman wrote:
Johan Fletcher wrote:
Johan does not have a single healing potion or scroll. :(
I knew you were unprepared. They should have never let you adventure alone. :)

LOL. To be fare Johan would have used his single spell slot to memorize a cure had he known we would suddenly be without a healer.


Gobbo!

This is why its always best to take Favored Enemy Human at first level, they are always the nasties! :) Just ask the archer across the way!


Szacha does his best not to scream at the appearance of the snake: "Let them Ooorcs swallow your arrooows! Let them boooones bleach in the meadooooow!"

With a great smile, he opts to focus his attention on the snake, managing to shout at the Orc: "Don't worry, you're ugly too." before sending his hammer crashing down while angry spirits wail and lash at the snake.

2-h Agrimmosh PA, rage: 1d20 + 9 ⇒ (3) + 9 = 122d6 + 11 + 1 ⇒ (5, 5) + 11 + 1 = 22
Spirits: 1d20 + 7 ⇒ (11) + 7 = 181d4 + 3 ⇒ (2) + 3 = 5


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Would Giz have line of sight on the human from the doorway, or are the stables too high?


Gobbo!

I've give her cover, but not total cover or concealment. Line of sight is doable given the distance between your door and where the stables start.


Gobbo!

I'm going to attempt to read Giz's mind in the interest of moving to the next round. I know he tends to post later in the day and I would rather keep this moving at a good pace.

From outside the barge, the newly arriving dwarf seemed to draw inward for a moment, concentrating on bringing his focus to bear upon his empty hand. A moment later a blazing warhammer springs into reality, the air around it shimmering with heat. He wastes no time marveling at his creation, sending it careening through the air towards the archer. As the weapon arrives it sweeps in midair towards the human, but she nimbly dodges the attack, noting its source. Szacha continues to bellow his challenge, taking a mighty swing with Agrimmosh at the giant reptile, which goes wide and misses the creature completely. Johan, still prone on the upper deck, pulls out a scroll from his pack and quickly unrolls the parchment, reading the magic words contained within and calling upon the forces of nature to encrust his skin with a thick bark-like substance. Sasha, from behind cover, finishes her spell, looking around the corner and flinging her hand towards the archer. Suddenly, two insectoid creatures, each with two pair of bat wings, a tangle of thin legs, and a needle-sharp proboscis appear beside the woman and fling themselves towards her. One of the creatures manages to find a hold on the woman, driving its needle-like beak deep into her skin and causing a strange sucking sound. Gizsmith, opening the door and looking out upon the battle, spots the archer on the far side of the ship, currently being assailed by a flaming phantom hammer, and calls upon his inner reserves of magic to hopefully take her out of the fight. Casting his hand forward he sends a shower of shimmering motes of dust to surround her, each particle reflecting the light of the blazing hammer tenfold, and creating a brilliant cloud of sparkles in the area around her. The woman staggers for a moment, confused by the sudden appearance of the magical dust that cling to her skin and armor. As the motes catch the light of the fires and sun they refract those sources of light back into the woman's eyes and she begins to stumble about blindly as a result. Seeing the woman's sudden condition as she is assaulted by the hammer and insects, Sasha whispers something to Galor who takes off towards that side of the boat. The huge wolf comes to the base of the stairs where he lashes out with his large teeth at the massive snake fighting with Szacha. Sasha then casts another spell, strengthening her small form, and moves to the other side of the stables.

The scarred orc, still focusing on Szacha, continues his assault on the skald, swinging his falchion with furious rage and power. The first swing slashes in, but connects only with another of the images of Szacha, slicing through the air a moment before the figment vanishes, leaving three Szacha's to contend with. The orc reverses the missed strike with practiced skill, sending the blade back at the skald and cutting in low. The heavy steel rips through Szacha's armor and leaves a terrible wound in its wake, the man's blood spilling freely upon the deck of the barge. The large snake, seeing the appearance of a more fitting meal, strikes at Galor but fails to latch onto the wolf.

The tide turns a bit, and the party is up! Szacha takes 20 damage this round from the nasty burned orc.

Dice:

Number: 1d3 ⇒ 2
Stirge #1: 1d20 + 7 ⇒ (15) + 7 = 22
Stirge #2: 1d20 + 7 ⇒ (6) + 7 = 13
Will Save vs Glitterdust: 1d20 + 6 ⇒ (4) + 6 = 10Duration: 1d4 ⇒ 4
Galor Attack: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Attack vs Szacha #1: 1d20 + 10 ⇒ (7) + 10 = 17 Damage: 2d4 + 15 ⇒ (2, 3) + 15 = 20
Hits on a 4. else an image: 1d4 ⇒ 2
Attack vs Szacha #2: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 2d4 + 15 ⇒ (4, 1) + 15 = 20
Hits on a 3, else an image: 1d3 ⇒ 3
Snake vs Galor: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d3 + 4 ⇒ (2) + 4 = 6


Anybody using the raging song?

"Let them boooones bleach in the meadooooow! For this is justice in Trunauuuuuu!" continues to bellow Szacha as he staggers from the strike and mumbles: "Not just an ugly face..." to the offending Orc before striking back with Aggrimosh, the spirits flailing at his flesh.

Maintain raging song and spirits.
2-h Agrimmosh PA, rage: 1d20 + 9 ⇒ (15) + 9 = 242d6 + 11 + 1 ⇒ (3, 2) + 11 + 1 = 17
Spirits: 1d20 + 7 ⇒ (8) + 7 = 151d4 + 3 ⇒ (2) + 3 = 5


Male Human Cav 6/Sent 1 | AC 21 T 10 FF 21 | HP 61/61 | F +8 R +4 W +3 (+2 v Charm/Comp) | Init +2, Perc +9, Chal 2/2, Tact 2/2 (6 rnds), Inspired 1/1
Resolute:
AC 21 T 11 FF 19 | HP 60/60 | F +9 R +7 W +5 (+4 vs Ench) | Init +1, Per +5

Corentin is dreaming dreams of glorious combat if that makes you feel better Szacha :)

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

Slightly more armored now Johan stands, 5' steps for a cleaner shot, and fires a single arrow at the scarred orc. Where is Corentin? He calls to his friends. We need him!

Single Shot at scarred orc: 1d20 + 9 + 2 - 2 ⇒ (9) + 9 + 2 - 2 = 181d8 + 2 + 4 ⇒ (5) + 2 + 4 = 11

Sorry Szacha, that song does no help me at all until I get into melee. And I try to avoid getting into melee. :)


Gobbo!

Johan, based on his position with the stables, you wouldn't have line of sight to the orc unless you came down from the upper deck and got along the rail of the barge.

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

I have moved myself to the main deck map to where I think I am (over the cabin). From there I believe I have a clear shot down the row of squares adjacent to Johan. That is my understanding of the rules (That you always have line of sight and effect down a row of squares you are adjacent to). If you disagree and he has no shot then he stands and moves for a shot next round. If possible he will use Acrobatics to not have to treat the stairs as difficult terrain and so get a little farther. Its only a DC 10 in think to jump and take no damage and he is +11 to acrobatics.


Gobbo!

I put your icon where it would be on the main deck based on your placement, which basically is adjacent to Giz. Looking at it that way, and actually taking some paper to confirm it, your back bottom corner is able to make a line to his front bottom corner. So line of sight is there. There is still obvious cover, but I'll let the shot count.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Glitterdust works.
Shouldn't Johan be at the bottom of one of the stairs, not in the cabin next to where Giz was?

Giving himself a pat on the back, Giz moves out onto the deck. Double move


Gobbo!

He's actually on top that spot. Just put him there for ease of figuring out line of sight stuff. :)


Male Dwarf Shaman (Flame) 4 | CMB: 3, CMD: 14 | F: +5, R: +3, W: +7 | Init: +7 | Perc: +9, SM +5 | Speed 20ft |

With no one helping him, Martok yelled at his antagonist. Maybe the yelling will distract the archer and Johan can survive.

"Hey, down here. Come down here and I'll feed you dwarven steel."

Not trusting his skill with the crossbow, the shaman seemed to be close enough to cast another spell.

He then positioned himself and let Lord Fire fuel his power. His outstretched hands fanned bluish flames, catching the archer.

burning hands DC 14 for half damage: 4d4 ⇒ (2, 3, 3, 1) = 9

Meanwhile the fire hammer continued to pound at his foe.

warhammer to hit: 1d20 + 3 + 3 ⇒ (6) + 3 + 3 = 12
damage: 1d8 ⇒ 4

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5
GM Captain Trips wrote:
I put your icon where it would be on the main deck based on your placement, which basically is adjacent to Giz. Looking at it that way, and actually taking some paper to confirm it, your back bottom corner is able to make a line to his front bottom corner. So line of sight is there. There is still obvious cover, but I'll let the shot count.

Johan Stood, 5' stepped south, and then fired. Not sure why you put him back to where he stood up. You can certainly stand and still 5' step.


Gobbo!

@Johan - I just moved your token to the lower level from where it was. If you failed to move your token when you stated your five foot step that would be the problem. It matters not from a mechanics standpoint, you have the same point of view and negatives to your attack. Let's ease up on the nitpicking a bit.

Szacha turns his attention towards the scarred orc with the horrible blade, slamming Agrimmosh into the creature and knocking the wind out of him with a heavy blow. The orc staggers slightly but maintains his balance, sneering at the human and preparing a counterstrike of his own. Galor bites at the writhing snake on the deck, keeping the creature occupied. The massive wolf fails to land a blow on the snake, but continues to press the attack. Sasha, seeing Szacha engaged with the orc, charges forward, sword held high, screaming a challenge at the orc as she joins in the melee. The brave halfling scores a light hit against the creature with her small sword, forcing him to consider her a target as well. Johan fires a single arrow at the orc, which barely misses his target, slamming into the wooden railing instead. Gizsmith leaves the cover of the cabin, moving across the deck towards the fight as fast as his short legs will take him. From outside the barge, the dwarf shouts up at the woman in a challenge before sending a blazing cone of flame towards her. Hearing the burning flames rushing towards her, the woman manages to duck behind the rail of the ship and avoid some of the spell. The tiny insects, too weak to sustain such an assault, instantly crisp in midair and fall to the ground, slowly dissolving into fine wisps of smoke. The railing next to her crackles and burns, the dry wood reacting to the sudden magically conjured flame. At the same time, the conjured hammer swings in towards the archer but fails to connect once more.

The archer, hearing the enemy nearby and his mention of dwarven steel, growls ferociously and fires several arrows towards the dwarf, hoping to hit the new assailant. Three arrows fly out towards the dwarf in rapid succession, and against all odds one of the missiles manages to connect with the man, tearing through his skin and armor with amazing strength. As the last arrow leaves her bow, she manages to regain composure and blinks her eyes several times, her vision obviously returning. The snake, facing a now raging Galor, strikes at the wolf once more, the creature's fangs finally finding a hold on the thick hide. As it connects, the reptile tries to wrap itself around the wolf, surrounding the beast with its scaly coils. The burned orc, still reeling a bit from the hit from Agrimmosh, continues his assault on Szacha, determined to best his opponent. When the flames shoot over the railing towards his companion those around him notice a bit of hesitation in his eyes, but it quickly subsides and he presses the attack. His blade slices through the air, slashing deeply into the skald and ripping open his chest. Blood splatters across the deck as the orc roars in triumph, his foe stumbling from the heavy blow and struggling to stay on his feet. He quickly reverses the attack, angling the blade towards the halfling that suddenly appeared. The blade sweeps low, burying itself in the halfling's side and ripping open her abdomen, spilling out entrails and blood in a massive rush of gore.

No other way to put it, this round sucked hard. Szacha takes 21 damage, which leaves him at 2hp with his rage going. Sasha gets hit with 21 points as well, which would take her to 0hp if not for the rage, so she is now at 4hp. Martok takes a 10hp shot from a wild arrow, and the archer can see again.

Not liking where this is going! But the party is up!

Dice:

Galor Attack: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 1d6 + 3 ⇒ (4) + 3 = 7 Trip: 1d20 + 5 ⇒ (1) + 5 = 6
Sasha Attack: 1d20 + 6 + 2 + 2 + 2 ⇒ (7) + 6 + 2 + 2 + 2 = 19 Damage: 1d6 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7
Reflex Save: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Archer Perception to Identify Square: 1d20 + 12 ⇒ (5) + 12 = 17
Archer Attack vs Martok #1: 1d20 + 13 + 1 + 2 - 2 - 2 - 2 ⇒ (2) + 13 + 1 + 2 - 2 - 2 - 2 = 12 Damage: 1d8 + 1 + 1 + 2 + 4 ⇒ (4) + 1 + 1 + 2 + 4 = 12 Miss Chance - Under 51 hits: 1d100 ⇒ 63
Archer Attack vs Martok #1: 1d20 + 13 + 1 + 2 - 2 - 2 - 2 ⇒ (8) + 13 + 1 + 2 - 2 - 2 - 2 = 18 Damage: 1d8 + 1 + 1 + 2 + 4 ⇒ (7) + 1 + 1 + 2 + 4 = 15 Miss Chance - Under 51 hits: 1d100 ⇒ 24
Archer Attack vs Martok #1: 1d20 + 8 + 1 + 2 - 2 - 2 - 2 ⇒ (18) + 8 + 1 + 2 - 2 - 2 - 2 = 23 Damage: 1d8 + 1 + 1 + 2 + 4 ⇒ (2) + 1 + 1 + 2 + 4 = 10 Miss Chance - Under 51 hits: 1d100 ⇒ 18
Archer Will Save vs. Blindness: 1d20 + 6 ⇒ (11) + 6 = 17
Snake vs Galor: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d3 + 4 ⇒ (3) + 4 = 7
Grapple Attack vs Galor: 1d20 + 10 ⇒ (16) + 10 = 26
Orc vs. Szacha: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 2d4 + 15 ⇒ (2, 4) + 15 = 21
Hits on a 3, else an image: 1d3 ⇒ 3
Orc vs. Sasha: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 2d4 + 15 ⇒ (2, 4) + 15 = 21


Male Dwarf Shaman (Flame) 4 | CMB: 3, CMD: 14 | F: +5, R: +3, W: +7 | Init: +7 | Perc: +9, SM +5 | Speed 20ft |

Er guys, I can't get up there. With my armor on, I need to roll two 17s in a row to get up on deck. Not likely.
DM: can we get an idea how hurt the enemies are. Not exact hitpoints but 'something'?

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

Moving quickly down the stairs Johan advances. He hopes to take cover from the archer by being behind the cabin. He moves as far as a single move will carry him and fires an arrow at the scarred orc.

longbow: 1d20 + 9 + 2 - 2 ⇒ (11) + 9 + 2 - 2 = 201d8 + 2 + 2 + 4 ⇒ (1) + 2 + 2 + 4 = 9 Unsure what the cover pemalty is so I did not include it. I had to use double movement to get down the stairs so could not get past Giz. Wanting to avoid some cover from the cabin I thought it best to step behind him. Not sure... And even if I hit that is minimum damage. Sigh.

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5
Martok, Dwarf Flame Shaman wrote:

Er guys, I can't get up there. With my armor on, I need to roll two 17s in a row to get up on deck. Not likely.

DM: can we get an idea how hurt the enemies are. Not exact hitpoints but 'something'?

Can you channel from there?


Gobbo!

The woman doesn't appear very wounded, and the orc has taken one decent hit and a minor one. Wounded, but not what I'd call "bloodied".

Channel requires line of effect, so it wouldn't help from his location.


Gobbo!
Johan Fletcher wrote:
Unsure what the cover pemalty is so I did not include it. I had to use double movement to get down the stairs so could not get past Giz. Wanting to avoid some cover from the cabin I thought it best to step behind him.

The orc would have standard cover from Sasha being in the way of the shot. Because Sasha is a halfling I'd personally reduce the standard cover to soft/partial cover, giving you a -2 to hit. He's a really big guy and she's small, so I'd say she covers less than 50% of his mass, which is basically the requirement for standard cover. You would have total cover from the archer in your new position.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2
Martok, Dwarf Flame Shaman wrote:

Er guys, I can't get up there. With my armor on, I need to roll two 17s in a row to get up on deck. Not likely.

DM: can we get an idea how hurt the enemies are. Not exact hitpoints but 'something'?

No worries, keep yourself alive and keep harassing the the archer

Giz moves closer and casts create pit DC17 ref save 2d6 fall damage. under the big orc.

Remember not to end your turn next to it, or you can fall in.


Male Dwarf Shaman (Flame) 4 | CMB: 3, CMD: 14 | F: +5, R: +3, W: +7 | Init: +7 | Perc: +9, SM +5 | Speed 20ft |

climb DC 15: 1d20 - 4 + 2 ⇒ (18) - 4 + 2 = 16
climb DC 15: 1d20 - 4 + 2 ⇒ (17) - 4 + 2 = 15
ha! no need to reroll. :)

With renewed spirit about to burst forth from his body, the dwarf's face became red with anger. With a mighty yell, he latched on to the deck and pulled himself up.

The dwarf then looked at the woman archer while he cast a spell on himself.

"Here's your dwarven steel, b~~+!!"

use hero point to cast false life
false life: 1d10 + 4 ⇒ (10) + 4 = 14

help DM, I can't move my token.


Gobbo!
Martok, Dwarf Flame Shaman wrote:

help DM, I can't move my token.

Give it a shot now.


Gobbo!

Giz, I noted a problem with the pit. You need a horizontal surface of suffiicient size to handle the 10'x 10' space, and unless you want to include Szacha in the area effect the spell will fail. Now, I will toss you a bone and allow you to make a 5'x 10' pit for a Hero Point if you wish. Draw where you'd like the pit on the map and we will go from there.


Male Human Cav 6/Sent 1 | AC 21 T 10 FF 21 | HP 61/61 | F +8 R +4 W +3 (+2 v Charm/Comp) | Init +2, Perc +9, Chal 2/2, Tact 2/2 (6 rnds), Inspired 1/1
Resolute:
AC 21 T 11 FF 19 | HP 60/60 | F +9 R +7 W +5 (+4 vs Ench) | Init +1, Per +5

Could work the initiative order and call for Szacha to withdraw down the stairs before dropping the pit. He could basically go down and back up the other set in a move.

"You are needed."

The gentle voice held an understanding of the pain and wounds that had driven consciousness from Corentin's body that could only come from one who had suffered such themselves. Yet beneath it's empathy the simple statement carried a call to duty that would put any sergeant's tirade to shame.

Corentin's eyes fluttered open and he pushed himself back to his feet almost without thinking. Pain flared from every part of him and the cavalier wondered how he was alive never mind standing. Standing he was though and his morning star was in his hand. The orc he had slain stared up at him from the bloodied floor, it's dead eyes glassy and unmoving. The sounds of battle drew his thoughts from just how close his condition was to his fallen foe. Drawing a small vial from his belt pouch he prepared to re-enter the fray.

Hero Point to heal to 9 hp, move action to stand/draw weapon, standard to take out a CLW potion.


Ok, I'll wait before posting my action to see what Gizsmith does.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

If the GM is cool with it, Giz will delay to allow Szacha to withdraw (yelling out instructions to do so). Otherwise I'll just switch to glitterdust.


Male Dwarf Shaman (Flame) 4 | CMB: 3, CMD: 14 | F: +5, R: +3, W: +7 | Init: +7 | Perc: +9, SM +5 | Speed 20ft |

almost forget, I hope it's not too late...
spiritual hammer to hit: 1d20 + 3 + 3 ⇒ (8) + 3 + 3 = 14
damage: 1d8 ⇒ 5


Szacha is only too happy to heed Gizsmith's call to get out of the tough spot he's in. With renewed zeal and no small measure of taunting, he shouts as he pulls down the stairs where he came from: "Let them boooones bleach in the meadooooow! For victory these Orcs will never knooooow"

Withdraw action. Maintain raging song.


Gobbo!

The party battles on against the skilled enemies, the tide of battle having shifted greatly in the favor of the orc and his archer ally. Johan moves down onto the main deck, firing off an arrow as he moves, the swift projectile slamming into the scarred orc with a solid thunk. Grunts and thuds can be heard from the outside of the barge, with a surly looking dwarf suddenly emerging overtop the railing. He shifts his stance to the defensive and chants in a low tone, his hands subtly gesturing through the motions of a spell. The flaming hammer hanging near the head of the archer takes another swing at the woman, but once again fails to connect. Gizsmith moves towards the stables, chanting a spell as he shuffles forward. Flinging his hand towards the orc he summons forth an area of empty space between the orc's feet and the deck of the ship, a magical extra dimensional space springing into being and sending the creature falling into its depths. A second later a loud thud can be heard, along with furious cursing in orcish. Spurred by forces from beyond the grave, Corentin stirs and stands, shaking the cobwebs from his head as he does so. Below decks, the loud basso chant of Szacha can still be heard as he continues to work to inspire the party. At the edge of the hole, Sasha looks down at the prone orc, spitting a curse at the creature before directing her attention to the archer. Calling in the last of her reserves she once again summons the forces of the natural world to call spirits into being, several eagles to the area around the archer, just as Galor bounds up the stairs. The animals combine in a ferocious attack against the woman, each surrounded with an otherworldy force, thanks to the skald's chanting voice. Talons, beaks, and teeth rake at the woman, disorienting her as invisible forces slam into her from all sides. Combined the attacks take a toll on the woman, as small cuts and bruises appear covering her exposed skin.

The orc in the pit roars in rage, and claws at the walls of the pit in an effort to escape. Try as he might, he isn't able to find a foothold in the smooth wall and remains at the bottom. The archer, beset on all sides by wild beasts, fires arrow after arrow into the air, trying to take down some of the assailants. Twang - Twang - Twang is followed by Thunk - Thunk - Thunk as all three arrows find their marks, blasting each bird from the air, the creature dissolving into smoke and mist before the corpse hits the deck of the ship. The large constrictor follows the wolf, biting at Galor once more but missing the massive canine.

Sasha spends a Hero Point to Quicken a Summon Nature's Ally spell to provide a round of diversion. No party members take damage this round. The orc finds himself in a hole he can't seem to get out of...yet.

The party is up!

Dice:

Orc Reflex Save: 1d20 + 5 + 3 ⇒ (7) + 5 + 3 = 15
Falling Damage: 2d6 ⇒ (2, 6) = 8
Summon: 1d3 ⇒ 3
Eagle #1 Talon: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Eagle #1 Talon: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Eagle #1 Bite: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Spirit Slam: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Eagle #2 Talon: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Eagle #2 Talon: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Eagle #2 Bite: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Spirit Slam: 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Eagle #3 Talon: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Eagle #3 Talon: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Eagle #3 Bite: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Spirit Slam: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Galor Bite: 1d20 + 6 + 2 + 1 ⇒ (15) + 6 + 2 + 1 = 24 Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Spirit Slam: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Galor Trip: 1d20 + 5 + 2 + 1 ⇒ (10) + 5 + 2 + 1 = 18

Climb Check, DC 25: 1d20 + 10 ⇒ (14) + 10 = 24
Climb Check, DC 25: 1d20 + 10 ⇒ (3) + 10 = 13
Ranged Attack vs Eagle: 1d20 + 13 + 1 - 2 - 2 ⇒ (12) + 13 + 1 - 2 - 2 = 22 Damage: 1d8 + 1 + 1 + 4 ⇒ (8) + 1 + 1 + 4 = 14
Ranged Attack vs Eagle: 1d20 + 13 + 1 - 2 - 2 ⇒ (16) + 13 + 1 - 2 - 2 = 26 Damage: 1d8 + 1 + 1 + 4 ⇒ (3) + 1 + 1 + 4 = 9
Ranged Attack vs Eagle: 1d20 + 8 + 1 - 2 - 2 ⇒ (14) + 8 + 1 - 2 - 2 = 19 Damage: 1d8 + 1 + 1 + 4 ⇒ (7) + 1 + 1 + 4 = 13
Snake vs Galor: 1d20 + 5 ⇒ (3) + 5 = 8

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

Johan double moves to the edge of the stable and risks a quick look around the corner to see both the archer and Martok. As he takes cover from the archer behind the structure he wonders what circumstances have conspired together to bring his dwarven friend out to find him. As he worries about the dwarf out in the open with the archer so close he also thinks he spotted Corentin at the entrance to the stable, on his feet but looking none too well. Risking a quick word he calls out Martok?

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Community / Forums / Online Campaigns / Play-by-Post / GM Captain Trip's Giantslayer Gameplay - Crom! Count the dead! All Messageboards

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Greetings to one and all! I am currently looking for 1 replacement character for an ongoing Giantslayer game that is at the beginning of Book 2. The party is well balanced with the exception of the need for a divine caster. So recruitment is open to characters that fit that description.

Acceptable classes will include: clerics, inquisitors, warpriests, oracles, and so forth.

The party currently consists of a chavalier, rogue, hunter, a wizard, and ranger. There are currently no dwarves in the party, which is a complete shame for Giantslayer, so bonus points to someone if they can cook up a dwarf divine caster!

About this game - Giantslayer

For old grognards like me this is a flashback to the early days of gaming, with direct roots in the old "Against the Giants" series of modules published originally in the late 1970's. It is because of that old "dungeon crawl" feeling that I have been looking forward to this AP since it was announced. A feeling I hope to capture once more in this game.

I will be shaping and modifying parts of this AP to give that "old school" feel and sense of danger. So, if you are a fan of playing only "by the book", this one will not be for you! Expect to be surprised, challenged, thrown for a loop, beaten up with rocks, stabbed, pounded, chewed on, you name it. I will challenge you not only with the mechanics of the game but also with role-playing situations. Every choice you make will have an impact.

For everyone still interested, I invite you to sit a spell, and listen to a tale...

Adventure Background:

Deep in the Mindspin Mountains, a storm giant warlord known as the Storm Tyrant has seized control of a cloud castle and an Orb of Dragonkind, and is gathering an army of giants from across western Avistan—first to bring the orc hordes of Belkzen under his banner, then to conquer the neighboring realms. Heroes defending the human town of Trunau from an orc raid discover that the attack is just a precursor to the Storm Tyrant’s larger plans. Working their way through an abandoned border fort, an ancient giant temple, the tomb of an undead frost giant, and an elite fire giant training facility beneath a dormant volcano, the heroes eventually take the fight to the Storm Tyrant himself inside his flying fortress. Can the giant army be defeated before it can conquer the human lands of the Inner Sea, or will all of Avistan bow down in fealty to the Storm Tyrant?

Character Creation:

- Starting level - 4th

- See above for class restrictions.

- Standard races are preferred, but others will be considered. I'm not overly fond of the strange races, but I'll give it consideration. No custom races allowed. Because of the proximity to Belkzen there is a bit of leeway when it comes to the more exotic races, but once again I prefer the classics.

- Archtypes are ok.

- 25 point buy for stats. You are going to need them. Now, having said that, I would highly advise against min/maxing your stats. Not only could it hurt you, but the GM will see through your shenanigans and will likely not consider you.

- Starting gold of 4000gp.

- GM's privilege: This is something I have done in many campaigns in the past. Once I have picked the group I will make a second pass through each character and on a one on one basis decide an extra boon for each of them. It could be a free feat, it could be a trait, it could be a special item or weapon, who knows? This will always somehow tie back to your background in some way. But it won't always be obvious. Extra incentive for writing a good character concept and story. However, if you stick a vorpal sword into your background hoping to gain it for your character, I will stick it into the application and behead it. The GM sees through all monkey business!

- Good Alignment preferred. I'm not hung up on Lawful vs. Chaotic. If you want to play Chaotic Neutral you will have to convince me why you shouldn't be spending time in a padded cell instead of adventuring. Obviously we are dealing with an area of Golarion where the "human" inhabitants are in a daily fight with the evil orcs of Belkzen, so let's try to keep our intentions good and pure!

- Max HP at level one. After that it will be player's choice of a GM roll or half HD +1.

- One Giantslayer campaign trait and one other trait. I will allow one drawback in exchange for an additional trait, but there needs to be a justified reason for it in your character background and it needs to be something that is tangible to play. Picking something that gives you no drawback isn't a drawback.

- Players may select a faction to belong to. I will use this for additional plot hooks and possible side activities. I will also allow fame and prestige awards from those factions based on your character's actions.

- Crafting will be allowed, but closely monitored. If I feel you are taking advantage I will pull you aside and slap you with a pickled herring until you step in line.

Applicants are expected to agree and adhere to the following - IMPORTANT - READ THIS:

- You must be a daily poster. We've already lost three players because they did not meet regular posting requirements. Preference will be made for those who show higher activity on the boards and a history of PbP activity. I will strive to always keep the game moving and expect players who will do the same. I am usually online during the day and post mostly in that window of time between 6am and 6pm EST, so that is when my most active hours will be. Obviously things happen, so I do understand that at times you might be unable to post, or I also might be otherwise detained. If that happens in the case of a player, I will allow a reasonable amount of time before GMPC'ing you along. Right now my posting habits limit me to one or two posts per day, but this will hopefully increase in the near future. One post per day is considered acceptable from players, but more is always encouraged if it makes sense and you are able!

- If a player fails to post within a reasonable amount of time without notifying the group that they will be unavailable they will be moved to inactive status, removed from the active game, and replaced with another applicant. I am taking this one seriously folks and I won't let an inactive player ruin it for everyone else. So understand what you are committing to before you apply. If you will be away a few days, let the group know and give us some standard marching orders for while you are away. The game will go on, but at least others won't be waiting for you.

- You must be willing to ROLE play, not just ROLL play. The GM feeds off of the players, so a good group of role-players helps the game take on a life of its own. You don't have to fill every post with three paragraphs describing how you took your morning coffee, but you should be able to write well and play your character well. If I find all you do is post "I follow Bob, my sword ready" and post a lot of "Gug gug, I'm a barbarian" (unless you are Gug the Barbarian) type stuff, you will be summarily removed from the campaign, tied to a hippogriff, and flown over a field of elven archers for target practice.

Your Application should include the following

- A complete character stat block, hidden in you post using the spoiler tag or posted as an in-character alias account. If you do not know how to use this tag click on the button below "Submit Post" of your reply that says How to format your text. For a PbP game you should be familiar with all of these tags anyway. If you don't want to create an alias until you are accepted then post the required info in a reply to the recruitment thread.

- A character background. This will allow me to RP with your character a little better, understand their motives, and even tailor hints or dialogue to them specifically. I will look upon those characters with a detailed background more favorably than those with two lines of "I was born, my parents were killed, I was an orphan, I want to kill things for revenge". Be creative! I can tell you right now that this piece is what will get you picked over someone else. The more effort you put into this, the more I will want you at the virtual table.

- A brief note of your posting habits or schedule. If you are more available or likely to post on specific days or at specific times, let me know. Your posting habits here on the forums will be checked. Your post quality will be examined. And I will probably even look at some of your other characters to get an idea for how you interact with other players and carry yourself in a group. Hopefully this will allow me to provide the best players with the best companions. A win/win for everyone.

How to get picked:
1. Write a great background
2. Don't be a power gamer or a min/max munchkin
3. Do something original
4. Make your character memorable
5. Include everything asked for in the application

How not to get picked:
1. Submit a character outside of my creation criteria
2. Ask to play to allow some crazy munchkin gesalt character
3. Have a poor command of English, to include grammar and punctuation.
4. Be a sloppy poster
5. Disrespect a fellow poster

That's it! I look forward to seeing what the responses are and to finding that special group of folks who will be the brave heroes that Golarion needs to battle off the hordes of Belkzen!

Recruitment will last until Monday or earlier if I find a really good fit for the group. If I am blown away by an amazing character that I want to snatch up I reserve the right to end this recruitment early. It's good to be the king!

About Me:

I've been gaming for over 30 years, having started as a much younger man with the original D&D Basic set. Yes, back when Elf was a class. Crazy isn't it? Since those times I've played and GM'ed in more games and campaigns than I could ever count. I've ran AD&D, 2nd Ed AD&D, 3.5 and 4e, Pathfinder, Gurps, Palladium, Mutants and Masterminds, Star Wars, etc. and so on. I am the Venture Captain of Kentucky for the Pathfinder Society Organized Play campaign. Because of this my weekends are usually full and you won't catch me online much. If you go to GenCon, let me know. I love getting together and playing with folks from online games. If you play Pathfinder Society it would be my pleasure to run you through a hard mode of the Waking Rune and splat your character to death! :)


Posting for interest. I really wanna join Giantslayer but already playing a few divine casters. I'll see if I can get on Dwarven Cleric with an interesting twist.


Sir, you intrigue me.

I must ask, would you be willing to allow a homebrew archetype of mine? It's a Cleric archetype designed to get more use out of Domain abilities. I've tested and played it for some time and I believe it is quite balanced.


GM Arkwright wrote:

Sir, you intrigue me.

I must ask, would you be willing to allow a homebrew archetype of mine? It's a Cleric archetype designed to get more use out of Domain abilities. I've tested and played it for some time and I believe it is quite balanced.

Sorry, definitely nothing homebrew.


GM Captain Trips!

I think I tried out for this originally with a druid. I have another concept (two actually)

As a back up. I would want to build and play a dwarf forgemaster cleric of torag.

But the character I really want to play, because he is unique and a challenge from a roleplay perspective is Aaron Malleus a NG haunted oracle of bones. His backstory is in the profile link.

Mechanically, and thematically, he is a cursed soul, tormented by Urgotha and given necromantic power against his will. Because Oracles do not have a choice in where their powers come from, I thought this would make for an interesting character. Unfortunately the GM of the game ruled that if I used a necromantic spell, he would switch my alignment to evil.

I in no way want to get into an alignment debate or a evil descriptor spell debate I just want to make the plea that this is a man making the best out of a horrible situation. These powers haunt him like it or not so he want's to use them for good.

EDIT: I will also rebuild him to your specifications if I get an ok otherwise I will submit the Dwarf from scratch.


I've got a fellow wielding a dorn-dergar in my head, but I know nothing of him yet beyond that. If he gets a backstory and such flshed out, he'll make an appearance as a proper submission. :)


Hi DM,

I like what I read about your game. You seem to be running the type of game I like to play in.

The fact that it's mid levels is even better.

Would a dwarf shaman (flame) fit your 'divine caster' criteria?

He would probably take the 'healing hex' to bolster his healing capabilities.

I'm busy at the moment so can't come up with a full submission. If you decide to close recruitment before Monday, would you be able to let us know?

Thanks.


I'm a character in this game. I must say this is a fantastic adventure so far, masterfully driven by GM Captain Trips.


This seems cool. I have an idea for a dwarf inquisitor and I will try to post it later today.


Fabian Benavente wrote:

Hi DM,

I like what I read about your game. You seem to be running the type of game I like to play in.

The fact that it's mid levels is even better.

Would a dwarf shaman (flame) fit your 'divine caster' criteria?

He would probably take the 'healing hex' to bolster his healing capabilities.

I'm busy at the moment so can't come up with a full submission. If you decide to close recruitment before Monday, would you be able to let us know?

Thanks.

Shaman is fine, I forgot to mention that one.

As I am leaving for vacation this week I may let recruitment last a bit longer during that period. I'll still be posting but it will be a bit less and not really the best way to introduce someone new.

Having said that, if I see a submission I really like, I make no promises. I might just snatch them up and be done with it!

Silver Crusade

Dwarven inquisitor incoming from me as well.


I'm gonna try and get a dwarven warpriest together.


Alrighty.

Name: Thak Val Zsing, Jyllorvindm
Race: Male Dwarf
Alignment: LE
Class: Cleric (Theologian) 4 of Haborym
Backstory: For safety, certain things are best kept in the family. In Sky Citadel Janderhoff, the family Val Zsing made an offering every generation of a few of their children, given as jailers to the citadel's rulership. These children when grown would be charged with protecting the worst and the most dangerous people and artifacts Janderhoff possessed; they would be the Jyllorvindm. As an added measure of loyalty, these children were inculcated with the worship of Haborym, a deity whose dedication above all else to protecting that which cannot be released appealed to the dwarven rulers in deciding how to raise their jailors. Thak grew up a willing member of this order, demonstrating an unusual talent for divine magic. He devoted himself firmly to the lawful aspects of Haborym's worship. Eventually however, despite his oath to sire no children, Thak fell in love with another Jyllorvindm named Arna. One night Arna left her post to meet with Thak, allowing a half-orc prisoner from Belkzen to escape. For that, Arna was placed in chains for the rest of her days. Thak has left Janderhoff and is headed for Belkzen, hoping to find the lost prisoner, to return and have his lover set free.
Personality: Having spent much of his life in seclusion and training, Thak comes off as (hopefully charmingly) socially awkward. He stammers when meeting new people, he follows a few odd superstitions such as knocking on the doorframe before entering the room, he prefers his time to be spent alone and reading. In battle or whenever he feels his duty call, he becomes quite stoic and confident. He is a deeply lawful dwarf and holds his worship of Haborym as central to this; he works to maintain the deity's proper lawful teachings about the importance of duty and guarding, while disdaining any path into darkness worship of an infernal duke might lead to. He tries quite hard to get along with people; he does not push his own beliefs on anyone and seeks to understand and become friends with people, knowing it as the best path to finding his prisoner and in that talking with people is a rare holiday from the quiet guarding that will be the rest of his life.
Sheet


Hi. I'd love to play in a Giantslayer game. I'm on the boards every day M-F and usually post several times a day. Here's my guy: Grunyar, dwarf fighter 1/cleric 3. I haven't done his gear or spell list yet, but stats, feats, and skills are done. I'll make an alias if he gets accepted.

Background:
Grunyar is the oldest son of a renowned smith in Kalsgard, Bron Blackhammer. He grew up at his father's forge, learning to count by the number of bellows-pumps here or learning to spell with easy to remember phrases like 'A is for alloy, which gives steel its strength' and 'O is for oil, to quench the blade sharp.' But while he loves being in the smithy and takes great pride in finishing a complicated job, smithing isn't his whole world like it is his father's.

His father says he gets a rush when he finishes an excellent piece of craftsmanship- Torag's Blessing, he calls it. As a boy Grunyar realized he gets that rush in the middle of a fight. From tussling with the towering Ulfen boys he wrestled with as a child to the middle of a deadly melee, Grunyar feels closest to the divine in the heat of battle.

There aren't a lot of orcs in the wintry north, but there are giants. To a dwarf, most everyone is a giant, but short of facing a linnorm itself, a giant is one of the greatest challenges for the northern warrior. Grunyar killed his first giant- an ogre with a band raiding the caravan he was escorting- when he was just a boy of 30. Since then he's joined Ulfen hunting parties to wipe out roving ogre tribes and fought giants from the top of city walls, his long hammer smashing through hide armor and thick bone alike.

Grunyar ended up in Trunau at the end of another caravan trip, bringing much-needed weapons and armor to the beleaguered defenders from the surrounding hordes. In spite of his racial history, he has no ingrained hatred for orcs and their ilk, but seeing the residents in such dire straits put him in a protective mood, and honestly, where else short of the Worldwound could he find such an opportunity to fight?

So he stayed, both to put himself in the path of danger, to feel that rush that tells him his god is watching, and to help the local townspeople with his skills at engineering and smithing.

Stats:
Grunyar
M NG Dwarf Fighter/Cleric of Gorum, Level 1/3, Init 0, HP 33/33, Speed 20
AC 10 +4 vs giants, Touch 10, Flat-footed 10, CMD 17, Fort 7, Ref 2, Will 7, +3 to save vs poison, spells, and spell-like effects CMB +7, Base Attack Bonus 3 +1 vs giants

Abilities Str 18, Dex 10, Con 16, Int 12, Wis 16, Cha 8

Skills Appraise +5 (+2 for precious metals/gems), Craft (Armor) +8, Craft (Weapons) +8, Kn:Engineering +5, Kn:Religion +7, Perception (Stonecunning only) +5, Survival (to track giants only) +5; Languages Common, Dwarven, Giant

Traits/Feats (Tr) Glory of Old, (CTr) Roll With It, (1) Power Attack, (Bo) Furious Focus, (3) Scribe Scroll

Racial/Class Abilities +4 CMD vs bull-rush and trip, 60' darkvision, dwarven weapon familiarity; Aura of Good, Channel Positive Energy 2d6 2/day, Spontaneous cast Cure spells

Destruction Domain: Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 1st—true strike, 2nd—shatter, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.

Ferocity Domain: Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier +1/2 cleric level from dwarf afc. 1st—enlarge person, 2nd—bull's strength, 3rd—rage, 4th—spell immunity, 5th—righteous might, 6th—bulls strength (mass), 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

0 lvl spells: 4
1 lvl spells: 3+1
2 lvl spells: 2+1


I have no particular posting schedule, as in I usually post a good few times a day, each day. If you want characters, I quite enjoyed my time with Marcel, with Nathaniel, with Stone-Eyes.


I submit Sidrick if he is chosen I will create a alias for him. I have to many created already. I don't want to clutter my profile up anymore. I'm still working on his background. I want to add a little more fluff to explain his equipment, but the important stuff is done. I based him off of several characters in the dwarf war series of books. I also did not realize when I created him that someone had a similar character idea in the party already. (traveling merchant) I hope this is ok.

Sidrick:
Sidrick
Male dwarf cleric (forgemaster) of Torag 4 (Pathfinder RPG Advanced Race Guide 15)
LN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19 (+6 armor, +1 natural, +2 shield)
hp 36 (4d8+16)
Fort +7, Ref +1, Will +8; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist fire 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee fire-forged steel battleaxe +6 (1d8+2/×3)
Domain Spell-Like Abilities (CL 4th; concentration +8)
. . At will—mending
. . 7/day—artificer's touch (1d6+2 , bypasses DR and hardness 4)
Cleric (Forgemaster) Spells Prepared (CL 4th; concentration +8)
. . 2nd—bear's endurance, bull's strength, cure moderate wounds, wood shape[D] (DC 16)
. . 1st—animate rope[D], divine favor, ironbeard[ARG], protection from evil, sanctuary (DC 15)
. . 0 (at will)—bleed (DC 14), detect magic, light, purify food and drink (DC 14)
. . D Domain spell; Domain Artifice
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 16, Int 14, Wis 19, Cha 8
Base Atk +3; CMB +5; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Craft Magic Arms & Armor, Ironhide[APG], Toughness
Traits battlefield caster, orphaned by giants
Skills Acrobatics -5 (-9 to jump), Appraise +7, Craft (armor) +11 (+13 to create dragoncraft items, +13 on checks related to metal or stone), Craft (weapons) +11 (+13 to create dragoncraft items, +13 on checks related to metal or stone), Handle Animal +0, Heal +13 (+15 to harvest dragoncraft materials), Knowledge (religion) +6, Perception +4 (+6 to notice unusual stonework), Sense Motive +8, Spellcraft +8, Survival +4 (+6 to track vs. humanoids of the Giant subtype, +5 to start or maintain fires when using this); Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Undercommon
SQ divine smith, fire-forged steel, fire-forged steel, forgemaster's blessing, giant hunter, runeforger, runes (bloodthirst*[ARG], return*[ARG])
Combat Gear potion of cure light wounds (2), healer's kit; Other Gear fire-forged steel chainmail, red dragonhide shield, crossbow bolts (20), fire-forged steel battleaxe, anvil, blacksmith[APG], bedroll, bellows[APG], belt pouch, candle (10), dragoncrafting kit, feed (per day) (10), flint and steel, holy text[UE], masterwork artisan's tools, masterwork artisan's tools, masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), soap, spell component pouch, trail rations (5), wagon, medium[UC], waterskin, wooden holy symbol of torag, guard dog, mule, animal harness, mule, animal harness, 46 gp, 4 sp
--------------------
Special Abilities
--------------------
Artificer's Touch 1d6+2 (7/day) (Sp) Melee touch attack deals 1d6+2 damage to objects or constructs, bypassing 4 hardness.
Bloodthirst* Weapon gains wounding special ability.
Cleric (Forgemaster) Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Craftsman +2 on Craft/Profession checks related to metal/stone.
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.
Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Fire-Forged Steel Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its w
Fire-Forged Steel Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its w
Forgemaster's Blessing The inscribed nonmagical item functions as a masterwork item.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Return* Inscribed weapon gains the returning weapon special ability.
Runeforger (5/day) (Su) Inscribe temporary abilities on armor shields or weapons.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
--------------------
Born in a small dwarven mining community. Near Janderhoff. When I was very young. My village was attacked by a tribe of hill giants. The village adults rushed to fight and delay the giants. While we children ran to the mines for safety. We hid in the darkness, listening to the clash of steel and the screams of the dying. Even after it was all done, we stayed hidden. We stayed in those cave for three days before a patrol from janderhoff found us. Bringing us to the mountain. to be fostered among willing families.
I was fostered to a priest of Torag and his family. I spent most of my day working at the Forge/alter. Helping my foster family with the chores and ceremonies. I had a knack for creating quality items. Often losing myself in my work. When I reached the age of majority I chose o be a Forgemaster like my adoptive father. After my instruction in the church. I joined the Militia as a battle field medic and quarter master. Served for 5 years with honor. Afterward I took my earning and bought my wagon and equipment. I decided to make a living as a traveling Priest, Armorer, Judge, and executioner. This would also give me greater opportunities to fight giants. Keeping the smaller communities safe from their depredations. I am currently on my way to an outpost of Knights of Ozem.

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Saw this and thought it would be a good place to throw in my human Cleric of Ferrakus :)
He is an old character (i think my second or third) and he is level 2 so I would have to do some updating on him.
Mostly I will have to re-read his posts and re-learn his personality.
Hes no dwarf, but hes a lover of the earth and stone!

Silver Crusade

I am interested. Can I just get a quick OK on an unusual race before I invest all the time to build a character? Garri is a goblin cleric of Sarenrae. He tries very hard to be good (NG alignment). He is built around Dawnflower Dervish to get dex to damage.


Redelia wrote:
I am interested. Can I just get a quick OK on an unusual race before I invest all the time to build a character? Garri is a goblin cleric of Sarenrae. He tries very hard to be good (NG alignment). He is built around Dawnflower Dervish to get dex to damage.

No goblins, they are just food out here in orc country. :)

Silver Crusade

Thank you for your quick response.


Dotting in with this Alias.

Most mechanical things are already implemented, but will only be able to write the backstory in a couple hours.

Dvalin(in this incarnation...in his past life he was a Dwarven Rogue in a Giantslayer Campaign that ended with Book 1) is a Dwarfen Cleric who received military training earlier in his life.
(First-Level Dip in Fighter to take advantage of racial stuff like slow and steady and weapon familiarity)

He utilizes the Separatist Archetype to get Healing Domain despite worshipping Trudd.(There would be a great number of useful other combos with Deities...but being Xenophobic only the Dwarven Deities were an option for him)

Regarding posting habits: I post often, usually at least once per day, weekends included, but, of course, dependent on group/GM(e.g. if I already described my action in a round, I'll not clutter up the thread for postings sake while we wait on someone). You're welcome to check aliases to verify that ^_^
I am from Central Europe, and while I'm usually up either late or early(depending on wether I have to work), I did find that with some american-based groups, I'm in bed around their posting times...so if you're looking for multiple posts per day, I may not be online at US late evening.


And here's the Fluff, too.

Background:
Dvalin was born in a small hamlet, about a day of travel away from Trunau. It was a mixed community along a road leading to a larger mining town. Mainly, it was a place for caravans and convoys to stop, with little worthwhile business of it's own. Some stores, some farmers, a few woodsmen, and about equally many craftsman and whores(entertaining the people who came in caravans - with the few citizens and everybody knowing everyone by sight, they'd have long starved otherwise).
Being located in a harsh land, and with precious metals passing through regulary, raids were a rather regular occasion. A few times a year, sometimes a small group trying to sneak in, sometimes a larger assault of orcs, bandits, or even worse. All of the citizens capable of holding a weapon doubled as militia in these cases, defending their home and livelyhood, while the non-combatants, very old or very young, sick or pregnant, were hidden away in the temple, the most sturdy building in the village.
Dvalin had a rather uneventful childhood until one day an Orc raid of massive scale threatened the village. He watched the battle, as did other children, from one of the temple windows on the upper floor. The battle was close, but the defenders were able to hold steady, and inflict significantly higher losses on the attackers than the other way round. Until a pair of Giants came into view from behind the Inn. The mere sight of them had a devastating effect on the morale of the defenders they charged, and the line broke before they even reached an enemy.
The defenders were routed...they fled. Except for a handful of brave ones that regrouped near the temple...among them, Dvalins parents. Dvalin watched on in horror as the Giants, reinforced by the Orcs, surrounded those brave few, and, despite them fighting bravely, butchered them. They started setting fire to some buildings, and trying to break into the church. Dvalin has little recollection of what happened next, but remembers being carried through an underground tunnel. What he did remember, very clearly, was the humans, the half orcs, the half-elves, and all the others FLEEING from battle. None of the dwarfs, though. ALL of the dwarfs stood their ground...and got killed, trying to defend them.(Oh, it should be said that all of said dwarfs HAD relatives inside the church, unlike most of those who tried to safe themselves...not that it would have made a difference for Dvalin at that time)
Following that traumatic episode, he moved in with an uncle of his. A guard captain of a Mining Town, also in the general region. Burning with a desire to take revenge against the Orc Tribe that had wiped out his hometown, AND the Giant Tribe that had allied with them and provided two warriors of their number, Dvalin trained hard to learn to become a proper fighter. He associated mostly with his own kind, having seen the cowardice of the other races leading to the death of his parents. And of those patrols who ran into enemy's, it was usually the Dwarfs that returned alive, proving them to be superior warriors, in spirit if not ability.(Well, and Racial hatred trait, and Defensive Training...)
One day, he was ready...his training complete, it was time to take up arms for the community he was part of now, and join the guard and patrol cycle as well. Everything was fine...until a few months later with nothing more serious than small skirmishes and a few wounded, his patrol group was ambushed. One of his best friends got felled by a crossbow bolt piercing his skull through the eye, while they were chatting. They Orcs were upon them before many even realized what was happening, and those who survived the initial onslaught were badly outnumbered. Dvalin managed to take an Orc down, seeing them cut down his other good friend before he himself was down. Seemingly left for death, he awoke hours later in a puddle of his own blood and a serious cut between his neck and shoulder. Even sitting up was painful. He was alone...he checked the others for survivors, and found one who was still breathing. Not skilled in the healing arts himself, Dvalin, despite the pain, began dragging him back towards the town, when he could not rouse him.
When he arrived there, a cleric that came rushing asked Dvalin why he was dragging a corpse, as heavily wounded as he was. Dvalin let go of his former co-guard...of course he died during the hours-long journey back.
Everybody and everything was dying. Dying all the time. When the cleric healed him with but a touch and some words, a decision ripened in Dvalin. Oh, he would have his revenge...but he'd first try and make sure to not lose anybody again that would stand with or for him. He resigned from the guard, gave his thanks to his uncle for raising him, and travelled to a Dwarfen Hold to learn the same arts the Cleric used to heal him. He'd always had a healthy respect for the Gods...but this...was more. He knew, deep inside, that this was the proper path. He could do the Gods work, and they would help him do his. The Orcs, after all, allied with Giants to overcome the defenders...so it was just right that he would look for powerful allies, as well...and who was more powerful than the Gods?
Having finished his training, he returned to his ancestral homelands, coming to Trunau...

Personality:
Dvalin, due to a traumatic event in his childhood, grew up disliking other races and cultures. Time has mellowed his outlook somewhat, but his hatred for all things orc or giant burns bright, still.
He lost his family, and he lost friends...and took up the cloak of a Cleric because he does not want to lose anybody else. He is trustworthy, and expects the same of those he deals with, and would likely hold grudges if betrayed or lied to.(Honest insults, on the other hand, may get a hearty laugh and thats that).
He does like a good drink(and screw racial prejudice, who doesn't!), is glad his clerical duties don't demand celibacy, and generally is quite willing to enjoy the good life whenever possible. Despite his possible lifespan, he learned that death can come all too sudden, and intends to make the most of the time he has, every day, for as many hundred years as the Gods will.

Description:
Dvalin has bright red-brown hair, and, in the traditional Dwarven way, a full beard, and armored in a heavy full plate with a cape, bearing a Dwarven Axe and a Heavy Shield emblazoned with the Holy Symbol of Trudd.
He's strongly built, even for a Dwarf, and, considering again that he's a Dwarf, even handsome in a way.(Definitely more so than most of his race). His black-brown eyes are speckled with Gold, and seemingly keep track regarding both action and intent of those around him.

Silver Crusade

Here's my character profile and backstory... I know it feels classic, but with how you sold us the AP and your aproach to it I couldn't help back classic it up to eleven.

Rohgar Stoneheart:

The nights in the mountain are harsh and cold, very cold... but they are easier to pass when you are sitting by the flames, drinking a cup of warm wine and hearing a good old campfire story...

"Dinnae tell ye about me greatgreatfather, did I? H was a hero of me people back in 'is time, a great hero. A high priest of Torag nothin' else! He managed ta brin' down no less than three dragons by 'imself. Nay! I dinnae lie ye, I swear it by me beard! We even have a song in 'is glory. Allow me to sing it..."

Coming from a family of noble and heroic dwarven warpriests, the Stoneheart Family, Rohgar Stoneheart was trained since he was just a little dwarf to continue the legacy of his ancestors.
Rohgar received training to be a paladin of Torag like his two older brothers, Brehnor y Horthgar, but unlike his brothers he did not feel so compelled towards the paladinhood or towards Torag for what is worth. When he was 39 years old he met a wandering priest visiting his home temple and he finally knew why: Torag wasn't the one watching over him but Trudd, god of strength and friendship, did favor him. After the revelation the priests taught him how to fight, how to heal, how to defend himself and most of all: how to be a good friend.

Part of his duties as a warpriest of Torag revolved around pairing with different groups of soldiers, paladins or even adventurers and provide support to them in their missions as only Trudd knows: with deeds of heroic strength and bonds of eternal friendship.

Away in a pilgrinage caused by a faith crisis (Because of an affair involving a brother in arms that betrayed him and his last group) he couldn't join forces with the Mighty Heroes when word reached him of the evil giants gathering in the Mindspin Mountains, but now that he has recovered his connection with Trudd he marches relentless to where he must: At the front of the Mighty Heroes, teaching them by example, smiting the Old Enemies!

Tidbits about Rohgar:

The spoiler up there is like the back cover of a book: It serves as a short brief that gives you the general feel. It can't be too long or it will be the book itself.
I have some more details that I'll list here, I hope you don't mind, so you can know it without the background being a hundred page long one (And because to be realistic, some details can't be written in a background without feeling forced)

*Rohgar is in love with a priestess from his temple but he feels that he's too young to marry and remain at home so he didn't even confessed his feelings to her. Well, and he doesn't know how to (Priests aren't good teachers in that subject)
*He likes to sing songs about his ancestors, dwarven heroes and adventurer's stories... but he isn't very good at it. Better than average but not for a big margin
*His trust issues come from his last group: The paladin convinced him that the rogue was a double agent and the seed of mistrust was sown. In the end the "Paladin" betrayed them and killed the rogue after defeating the rest. Rohgar feels guilty about what happened and vowed to hunt the Paladin down and avenge his companion.
*His love of history and stories comes from Grandma Ingra, who was a Cloistered Cleric and proud historian.

Now that the character has been exposed, let's talk about

Me:

As you will probably notice if you check my posting record I've only recently become an active member of the Paizo forums (specifically the PbP part of them). I'm actually a long time lurker here, but never have I gotten around playing online (And boy do I regret it).
I don't have as many games under my belt as you, but I've been playing d&d 3.5 and Pathfinder for the last 6 years, mostly with my home group.
Newbie thing: Check.

When can you expect me to post? Whenever its needed, mostly. This is all the more true given that between EST and GMT+1 (I'm spanish, and I was going to apologize later about any typo or grammar error, but well... I apologize beforehand) there's only plus 5 hours so your availability from 6am to 6pm is right in my sweet spot for posting. That said I've already woke up in the middle of the night to post when things got spicy in a PbP game I'm part of, and I won't regret doing it again.
Posting frecuency: Check.

And I think that's all. It just ended longer than I thought... I swear to Trudd if you choose me I'll keep it brief when playing. Or at least less fricking long.


GM Captain Trips,

Please consider Martok for inclusion your game.

His stats are in the alias; I still need to tweak equipment, spells prepared, etc. but it should give you a pretty good idea of where the 'mechanics' are going.

His fluff is also in the alias and spoilered below.

fluff:

APPEARANCE

Dark hair, heavy eyebrows and ample facial hair frame Martok’s face; unlike most dwarves, he keeps his beard fairly trim, for a dwarf. A couple of deep scars mar an otherwise handsome face. A drab brown tunic covers his chainmail; heavy outdoor, leather boots complement his simple attire.

However, what is most disturbing is the radiant light behind his eyes and the faint smell of smoke about him. When he uses the special abilities of Lord Fire, a hungry spectral flame dances about his body.

BACKGROUND (from Martok himself)

Now, after a few months, I see things more clearly. I never asked for this; I was chosen by Lord Fire.

I was late at getting back home and it was my fault. I ventured way too far with the herd; the winter had been brutal in the mountains and food for the goats was scarce. I should have known something was wrong when the dogs didn’t rush over to wake the children.
As soon as I neared the caves, I was jumped. The last thing I remember seeing were deformed, oversized humanoids slavering near my face.

Then everything happened quickly, too quickly. Something inside me stirred and took possession of my being.

I felt it burn inside of me. Just when I thought I could no longer stand the heat and flames inside of me, I screamed and fire poured out of me. Flames wiped my enemies clean, literally burning the ogres to ashes. It was as if all my anger burned to white-hot flame of destruction. I then passed out again for the second time that night.

When I woke up in the morning, there was nothing left of my clan. The children were all gone along with the elders. There was only ash and smoke; flames danced off the burning rocks. There was not a living thing in sight yet... she called to me, urged me to get up. My body had been marked by the flames in a way that artists could never do.

Kitah revealed herself to me, a survivor just like me; her furry body glowed with an inner light, as if she was on fire. The rat led me out of the hellish place and I follow her still. She speaks to me, tells me that it all had to happen. Confused, I follow her still.

Martok had lived on the Mindspin Mountains for the past 10 years. Without any dwarven family to call his own, the dwarf traveled from place to place. When his feet got tired of traveling, he would settle down, adopt families, and serve as a great uncle of sorts. Always the peaceful goat herder. Always coming home. Since the terrifying night where he was possessed by Lord Fire (what Martok calls the ‘spirit’), the dwarf has gained a healthy respect for spirits and now sees omens everywhere.

He’s been told that Lord Fire has singled him out for a purpose. He is afraid that this purpose is wanton destruction. He’s haunted by nightmares where his body turns to living flame and he burns everyone and everything around him.

Kitah, his rat familiar, has been paramount in keeping the middle-aged dwarf sane and, even though she does not speak, she hints at another world, a much richer spirit world where Lord Fire is not the only denizen. Martok continues on his quest to learn and follows Kitah, hoping to one day learn more. For now, he is deathly afraid that Lord Fire will make him commit atrocious crimes as payment for sparing his life. Even his curative magic is tainted with fire. He closes wounds with flames, often leaving his ’patients’ with painful scars.

PERSONALITY

Martok has always even an even tempered dwarf. Now in his middle age, the dwarf speaks like an elder, slowly and with significant pauses in his speech. Some say that he speaks in riddles but this is only due to the fact that Martok truly is a man caught between two worlds, the urgent material world where situations must be dealt with quickly and the spiritual world where things have a more lasting nature.

At heart, Martok is a good-natured dwarf who sees portents and spirits everywhere. He’s still afraid that Lord Fire will possess him so the dwarf tries very hard to remain calm and slow to anger.
Not that he cares to admit it, but Martok is definitely uneasy around graveyards and prefers that the dead be fed to Lord Fire lest they rise again.

An outdoorsman for most of his life, he feels awkward with too many of life’s comforts. His belly full, a good pipe smoke, and a campfire to gaze into is all Martok needs to feel at home.

His out of combat role will be to be the 'calm voice in the party' and provide healing. He has good healing and perception skills and decent k. history and sense motive skills. In combat, he will be melee based and also be able to buff allies. However, the PC is NOT optimized; I like to ROLE play.

If selected, I would like to work with you (your group?) to see how to best incorporate him in the on-going story,

Please let me know if you have any questions at this time.

about me:

I am currently DMing two games and play in four games on these boards. Feel free to check any of my games regarding posting frequency and quality.


I submit Furnok Stoneshoulder as divine characters for this game, he has a good balance of skills, combat capabilities, casting and he has a focus on healing..cures, restorations and he shall keep going from there.

He is known as Stoneshoulder because you can rely on him.

My timezone is +8 but I am a prolific poster in all the games i'm in only not posting when I given fair forewarning.

Alias is all done.. still might need to tweak a little and get a drawback


Role playing? Original character? Divine?

I think this character hits it out of the park!

She was created for Brimleydower's Giantslayer game that died.

Her background, personality, and appearance are all in her profile.

I would ask for one rules "exception" - rather than being a full time "tailed" Merfolk, that it take a swift action to switch from "tailed" to "legged" like in the movie Splash.

Other than that she is a mechanically legal Merfolk that I would update per your rules. Her speed comes from being a strong tail Merfolk and her oracle mystery.


Gonna go with this guy: Emercy

Just ignore the one in a spoiler. I built him as a cleric way back when and just don't have the heart to delete it. Just put too much effort into it. :) Was actually torn between the cleric and warpriest. Figured I'd give warpriest a shot just because I've never run one.

Mechanically he's not completely cleaned up but can do that if chosen. Figure there's no sense if you decide to go with another.

I'm in CST and can only post typically after 6:30pm during weekdays. Weekends are obviously far easier for me, but, of course that's when most people aren't posting so that's probably neither here nor there.


Wanted to let everyone know that I'll be finalizing my picks tonight for the recruitment. Still waiting on feedback from a few of the current players.

Stay tuned for more info.


Based on the feedback from the players we will be inviting Martok, Dwarf Flame Shaman to join us on our adventure.

Thanks to everyone who applied, several of you made this a very tough decision. In the end the background provided by Martok gave us some good options for fitting him into the group and based on the current class breakdown his talents seemed to be those the group felt we needed most.


Congratulations, Martok. Good luck to you guys.


Good luck flame dwarf!

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