
GM Fuzzfoot |

Welcome, giantslayers!
I am recruiting for a full run of the Giantslayer AP. I am in this for the long haul, and expect anyone applying to stick around. My understanding that it could take years, and will definately take many months, so please don't apply if you know you are unlikely to last that long.
I am looking for a good group who can create and maintain a fun experience. So as part of the selection process, I might be looking beyond just the submitted character to see what sort of player you are. If you have played with me before (as GM or as a player), feel free to point that out.
I will be recruiting while I wrap up a couple of scenarios I am running at the moment, so I expect the start date for this won't be for a couple of weeks yet. Recruitment will end Jan 25.
Posting expectations are at least once per day, and check at least twice a day to keep moving. Weekends will sometimes slow, and holidays, but otherwise I find that keeping a good pace keeps everyone interested and motivated. If this doesn't fit for you, please don't apply.
I will also be supplying chronicles as we go (as per the home-brew rules), for those who are PFS players (but you do not need to be one to be selected).
Character Creation Rules
I am going to use PFS Season 8 character creation rules, but with the following changes/clarifications (so they won't end up being PFS legal).
- 25 pt buy (instead of 20) I want you to have a chance to survive
- Use any class or race that is currently PFS legal.
- You can (and probably should) use Background skills
- You may select item crafting feats (normally excluded). Where a craft feat is given for free, you may instead take the PFS alternatives if you like.
- Max HP at first level, levle increases may be rolled or accept the PFS standard as you prefer.
- Choose 2 traits, but one of which must come from the Giantslayer player's guide.
- Any PFS legal archtypes are fine. If you want one that isn't PFS legal, let me know and I will consider them on a case by case basis.
- I will use Hero points.
- No 3rd party content.
Some other advice to improve your chances of selection:
- Read the player's guide. Characters that clearly fall within those guidelines will generally have an edge in selection. The goal is to have fun while telling a story, so fitting naturally in the story line will help.
- Characters with strong ties to the town of Trunau will be more likely to be selected. You don't have to be from there, but I would be just fine with a party of all residents. If you are not from there, give me enough background to understand the motivation for being in the AP.
- While I enjoy well-written naratives, I am more interested in party dynamics.
- You are going to be orc-hunters and giant-slayers, so characters that fit the part will be a good fit. I am always open to fun alternatives, though.
- I think it is fine to plan your 20 level progression, but I don't need to see that. However, it would be nice to know what you are thinking (although I know that could change). So if you are planning for a prestige class, or some sort of goal concept, please add a note to that effect.
- I don't have any qualms about gunslingers or occultists or such, but given the setting, Tien based characters might not be a good match (although get the right backstory and it could work!)
- By all means, ask me whatever you like - rules, questions of fitness, etc.
The AP is designed for a party of 4, so that is my goal, but I may select up to 6 to participate depending on what we see.

Illya-Nym |

I'll write something up, always wanted to try giantslayer out but never had a chance seems like a good time since a few of my games are falling through unfortunate.
Going with Oracle it's the class i know best and the class pfs screws with the least. as for race Half elf (Barely, i'll explain her Frankenstein esq self in her backstory when i finish it)
quick question, are you okay with mythweavers digital character sheet's? They save a lot of work.
I'm applying as non-pfs
As an aside, the character does kind of have a bit of a background but i like to edit and change them to suit the campaign a bit better. doesn't effect much, just wanted to mention

Simeon |

I have a ulfen beast-wrestler brawler I might need to tweak some, but is otherwise ready. Here's the backstory though.
Bjorn was born in Kalsgard, where the skalds sing of ancient days around roaring mead-hall fires. His father was a Blackraven from Hagreach who he rarely saw, and Bjorn believed his destiny was to follow in his father's footsteps. At 15, he joined the Blackravens and on his first patrol encountered a troll warband. The battle was short and fierce, and Bjorn was disarmed by one of the trolls. In desperation, he lept at the troll and wrestled it to the ground. In that moment he knew his path, he would wrestle the greatest beasts to the ground and prove his superiority. He travelled to the Hold of Belkzen to fight the great beasts there and found Trunau to be an excellent place to base his adventures out of.

Tamxander Glenfarrow |

I previously played this character in a Giantslayer game that folded before making it through the first book. I'm happy to update (drop back to level 1 & improve ability scores) if this concept looks like a good fit - the character was built for an "old school" style group so I went for the classic gnome illusionist to support the otherwise all-dwarf team.

JuanAdriel |

I have a barbarian character I would love to use in this campaing, here is a view of him, although it needs some re-work, as he was planned for another game. :)
About his alignement, he is N, but the voices will force him to be Good ;D
I will progress the "spirit voices" mechanically taking the spirit totem. Not one of the best, but with a lot of flavor for Groonan.
About what he did, is related to an inflexive Lord, a loan, and a fraud-robbery. For more info, you will need to bribe him with a lot of ale. A LOT.

Blackspire Thundergloom |

Here is my submission. Just missed the final cut for another Giantslayer recruitment a couple of days ago. I adjusted a few things.
Gnome wizard with great Knowledge skills. Hoping to get some useful mileage out of divination down the road in a PBP format; PFS is fairly often "Kick in the door" with not much in the way of scrying. He has to be middle-aged to get Breadth of Experience, hope that's okay. Will change if it isn't.
I took conjuration as an opposition school because I don't want to fall into a rut of spamming Grease and Glitterdust, even if that would be more optimal.
Will adjust build as he levels based on party composition. Happy to take teamwork feats, for example.

GM Fuzzfoot |

@Illya-Nym - Mythweavers should be fine, as long as you can put a link to it so I have easy access.
@drbuzzard and @TamxanderGlenfarrow - As long as you can do you best to keep it separate so as not to ruin it for others, I am fine with you submitting. Nothing's worse than having a campaign fail keeping you from getting to do the whole thing!
@ghost1776 - Yes, I approve that. And yes, 150 gold to start.
@Ouachitonian - try the free PFS Roleplaying Guild Guide and Additional Resources. If you get something that is out, don't worry - it won't disqualify you or anything, I just might ask for an adjustment.
Also, there is no need to pick a PFS faction - those won't come in to play here.
@Prof.BlackspireThundergloom - sure, middle age is fine, and while I am using PFS as a baseline for keeping things balanced, this AP was not written for PFS.
Looking good so far! If I missed anyone's question or concern, feel free to point it out.

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here is the crunch for my submission..I will work on the fluff if this concept is ok with you. Thanks!
Zarsk
Dwarf ranger 1
NG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +6 (+8 to notice unusual stonework)
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Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
--------------------
Speed 20 ft.
Melee battleaxe +2 (1d8+1/×3)
Ranged heavy crossbow +6 (1d10/19-20)
Special Attacks favored enemy (orcs +2)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Weapon Focus (heavy crossbow)
Traits blooded, orphaned by giants
Skills Acrobatics +2 (-2 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Handle Animal +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6 (+8 to notice unusual stonework), Stealth +6, Survival +6 (+8 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ giant hunter, track +1, wild empathy +1
Other Gear studded leather, buckler, battleaxe, heavy crossbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, trail rations (5), waterskin, 51 gp, 1 sp
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Special Abilities
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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.
Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. Favored Enemy (Orcs) foes.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Little Ben PBP |

Little Ben just happens to be around at the time of the ceremony. He is a Goliath Druid with familial ties to the Crumkin family.
I've been waiting for another GS game to come along to play this character in.
Note: This character was built to a 20 point build with no background skills. I will update if selected. Should be easy enough to spend points :)

Dain Bramage |

The info in the profile is different, but under the spoiler are stats for Dain Bramage, dwarven cleric of Torag and the latest in a long line of dwarves working to ensure the town's safety.
Full Name : Dain Bramage
Race: Dwarf
Classes/Levels Cleric
Gender M
Size M
Age
Special Abilities : Darkvision 60 ft
Alignment: NG
Deity Kord
Location :
Languages : Common,Dwarf
Occupation : Cleric
Strength 14 (+2)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 8 (-1)
Height: 5' Weight: Hair: Black Eyes: Grey
Favored Class: Cleric (hp)
EXP: 0
Hit Points: 15
Spd: 20
Init: +2
AC: 19(5 armor 2 shield)/ 12 Touch /FF 17)
BAB: +0
CMB: +2
CMD: 14 (18 vs Bullrush/Trip while on earth)
Saves: Fort +6 (+8 poison/spells/SL)Ref +3(+5 Poison/Spells/SL) Will +6(+8 Poison/Spells/SL)
Weapons:
Warhammer +2 1d8+2 x3
Dagger +2 1d4+2 19-20
Lt. X-bow +2 1d8 80 ft.
Skills: 4/level
Perception (1+3) 4
Climb (1+2) 3
Know-Religon (1+3+2)6
Sense Motive (1+3+3) 7
Background skills 2/level
Know-Geography (1+2) 3
Know-Engineering (1+2) 3
Feats:Toughness +3 hp and+1/level after 3
Traits:Roll with it(+1 reflex saves 2/Day when giantype confirms critical with weapon or slam, may roll with the blow and only take normal damage)Glory of Old(receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.)
Special Abilities:+2 Appraise for Metal/Gemstone. +1 attack orc/goblins.+2 vs poison/spells/spell-like abilities
Darkvision 60 ft.+4 CMD vs. Bullrush/Trip.+2 Perception vs. stone traps/doors Auto-check within 10 ft.
Proficant with battleaxes,heavypicks,warhammers
Channel 1d6 3/day DC 10
GoodTouch of Good +1 attack/skill/ability/saves for 1 round 6/day
Protection+1 Resistance saves +1 5/levels. Resistant touch. grant saves to another for 1 minute 6/day
spells per day Unlimited/2+1////
Known
0.Stabilize,Light,Detect Magic
1. Bless,Divine Favor(d)Protection from Evil
2
3
4
Equipment
Scale Mail (50)
Heavy wooden shield (7)
Warhammer (12)
Dagger (2)
Light Crossbow (35)
Cleric Kit
backpack
bedroll
belt pouch
candles (10)
cheap holy text
flint and steel
iron pot
mess kit
rope
soap
spell component pouch
torches (10)
trail rations (5 days)
waterskin
wooden holy symbol
10 bolts (1)
117 gp
History: Dain's family has been dwelling around Traunau for several generations and have even helped work on the walls and inner defenses, so it was no surprise that
Dain took upon himself the duty of seeing to the town's defenses. Instead of becoming in engineer or smith however, Dain joined the clergy of Torag and uses his blessings to mend wounds and shield others.

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I'm thinking about a chirurgeon alchemist, living and working at the Ramblehouse. This will be my first alchemist, so I'm not 100% sure what I'm doing, but I'd be aiming to mix offensive ability (probably geared towards debuff bombs) and a bit of assistance through buff extracts.
Still working on getting a better handle on personality, will update when that comes together.
Giantslayer Alchemist
Halfling alchemist (chirurgeon) 1 (Pathfinder RPG Advanced Player's Guide 26)
CG Small humanoid (halfling)
Init +3; Senses Perception +5
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Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +5 (+1 bonus vs. trample attacks), Will +0; +2 vs. fear
Defensive Abilities underfoot; Resist underfoot
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Offense
--------------------
Speed 30 ft.
Ranged bomb +5 (1d6+3 Fire)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Alchemist Extracts Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, true strike
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 17, Wis 8, Cha 14
Base Atk +0; CMB -1; CMD 12
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits trunau native, well-informed
Skills Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy +2 (+3 to gather information), Knowledge (local) +8, Knowledge (nature) +7, Knowledge (religion) +4, Perception +5, Profession (innkeeper) +3, Spellcraft +7, Survival +3, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Goblin, Halfling
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear alchemist starting formula book,
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Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample

RePete |

Gnome Sorcerer I created for one a while back.
Finjit Trigesh
Female Elemental (Earth) Sorcerer 1
CN Humanoid (Gnome) HP: 12 (1d6+3+3)
Init: +3; Senses: Darkvision (60ft); Perception -1, Sense Motive -1
--------------------------------
Defenses:
AC: 15 Touch: 14 FF: 12 (+3 Dex, +1 AC, +1 Size)
Fort: +2, Ref: +3, Will: +3
---------------------------------
Offense:
Melee:
MWK Dagger +1 (1d3-1/19-20x2)
Ranged:
Light Crossbow +4 (1d6/19-20x2)
Spell Like:1/day: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals; DC: 15
SQ: Change any energy damage spell to acid damage; Elemental Ray (acid) 7/day
Spells Known:
Level 1: (4/day)
1) Shock Shield - DC: 15
2) Touch of Combustion - DC: 15
Level 0:
1) Ray of Frost
2) Detect Magic
3) Mage Hand
4) Message
---------------------------------
Stats:
Str: 8 Dex: 16 Con: 14 Int: 14 Wis: 8 Cha: 18
BAB: 0 CMB: -2 CMD: 11
Feats: 1b) Eschew Materials; 1) Toughness
Traits: Desperate Resolve, Trumau Native
Trained Skills: Bluff (+8), K (Arcana) (+8), Spellcraft (+6), UMD (+8)
Gear: Light Crossbow; 10 Bolts; Sorcerer’s Kit; Haramaki; MWK Dagger: 105g
Alternate Racial(s): Academician-K (Arcana); Darkvision
Finjit’s clan has lived in the area of Trunau for as for back as they can trace. For generations they dwelled deep inside the mountains. That is until the orc’s drove them out of their cavernous homes and into the surrounding farmland. Finjit’s great grandparents helped hold the line at Kestrel River. Refusing to retreat any farther from their ancestral lands, they stayed when the coward Lastwall abandoned them. The Trigesh family has kept The Vow ever since.
As soon as Finjit was old enough to hold a weapon, she began training to take her place in the local guard. Unfortunately, to her parent’s dismay, she was frail. She seemed to lack even basic martial abilities. She grew bored of the daily training more and more easily. The only lessons she seemed to pay much attention to involved the magical arts. Finjit was fascinated by the wizards skills. The desire to learn was evident, her intellect fell shy of the mark. Accepting she would never survive a fight toe to toe with their enemies, they handed her a crossbow. She was instructed in its use and ordered to pepper raiders from a distance.
One morning Finjit was practicing with her brow. Attempting, and failing, to improve her aim. Upon missing the target on her fourth consecutive attempt, she... went off. The frustrated gnome threw her crossbow down and while shaking her first, a green bolt shot from it and obliterated the target. Caught off guard, her parents rushed her to the local clerics. The clergy probed and inspected her for a time before handing her to the magical sages.
It took some time before she figured out how to control these outbursts. Extatic she would be able to provide definitive help finally, she began to regularly volunteer to go with hunting parties and take shifts on the wall. In her spare time she enjoys entertaining the other children with her tricks and studying magical artifacts.

Grumbaki |

Definitely dotting. Being in for the long haul isn't an issue (I ran a PbP website for several years...)
Will be thinking up a character for this. Loving all the dwarves so far! Will come up with one soon.
If allowed I'll be making a Dwarven Skald (carries a book of grudges, extols his kinsmen to rage by reciting ancient grudges and tales of vengeance).
If not, Dwarven Ranger who will become a skyseeker. Because damned if Giantslayer isn't perfect for a band of stout dwarves.

Sallentine "Salt" Windson |

I would like to submit Varrish Windson and his animal companion Grace the Eagle

Zavier Vitoly |

Oh man. Another Beast Wrestler? I have hear Zavier Vitoly from Brevoy who was in a Giantslayer campaign that actually got to book two before the GM disappeared :(.
He wants to wrestle Giants!
It wouldn't take me very long at all to delevel him. Do you want me to do that for a complete submission or is he okay as is?

drbuzzard |

OK, have a dwarf fighter worked up. He will eventually use a dorn dergar with buckler to fulfill a tanky role. He's also a smith, so if necessary can be made to craft magic weapons and armor.
Haarold is an orphaned dwarf who has resided in Trunau ever since his parents were wiped out when their caravan from Janderhoff to Magnimar was wiped out by giants. A scout from Trunau had been hired to hunt down the raiders, and he took pity on the young dwarf and took him home with to Trunau. In due course the scout was killed by giants (dying of old age is not a common occurrence in Trunau).
Haarold's father had been a smith, and even at a young age, he had picked up some of the skills from hanging around in the forge. Once in Trunau, he was apprenticed at Morninghawk’s Fine Steel(aka Clamor). He showed a good bit of aptitude for it, and some think he may take over the place some day.
Those who think that are wrong. Haarold holds a hard kernel of bitterness in his heart wanting revenge on giants in general for the slaying of his family. He has served in the militia as is standard in the down, and picked up the dorn dergar, an ancient dwarven weapon which enables him to offset the reach advantage of large creatures when he needs to.
Haarold is a fairly normal dwarf in appearance. Stocky, bearded, and with plenty of minor burn scars on his arms and hands from the sparks of the forge. He has gray eyes and brown hair. Generally he decks out for militia server in a suit of scale mail and his dorn dergar.
Haarold
Mountain dwarf fighter 1
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6 (+8 to notice unusual stonework)
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
--------------------
Speed 20 ft.
Melee dwarven dorn-dergar +4 (1d10+4)
Ranged sling +3 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with dwarven dorn-dergar)
--------------------
Statistics
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Str 16, Dex 14, Con 16, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Dodge, Power Attack
Traits orphaned by giants, seeker
Skills Acrobatics -2 (-6 to jump), Climb +3, Craft (armor) +4 (+6 on checks related to metal or stone), Craft (weapons) +4 (+6 on checks related to metal or stone), Perception +6 (+8 to notice unusual stonework), Ride +2, Survival +5 (+7 to track vs. humanoids of the Giant subtype), Swim +3; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Orc
SQ giant hunter, mountaineer
Combat Gear acid (3); Other Gear scale mail, dwarven dorn-dergar, sling, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 11 gp
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Special Abilities
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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.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Kragmyr Grudgekeeper |
1 person marked this as a favorite. |

This is Grumbaki. Let loose the dwarves! Many thanks for letting me make this Skald Archetype. Balmir, as I liked your fluff I tied mine in with yours. Please take a look and tell me if it meets your approval.
And for Haarold, if we are both chosen then I'd be more than happy to add your plight to the Book of Grudges as well.
As you can see from the crunch, he makes the party rage, handles knowledge skills, and can tank in a pinch. With AC19 and 14HP, he's pretty tough for a skald.
Str (14/16) Dex (14) Con (15/17) Int (16) Wis (14) Cha (8) HP (14) Fort (+5) Ref (+3) Will (+4) AC (19/18)
Racial
* Unstoppable (+1 fort and toughness)
* Hatred (+1 hit and dmg vs orcs)
* Defensive Training (+4 dodge bonus vs Giants)
* Loremaster (+2 Knowledge history for Dwarven history and their enemies)
* Slow and Steady
* Stonecunning
* Stability (+4 CMD vs Bullrush and Trip)
* Darkvision (60ft)
Traits
* 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. If you are a dwarf or a gnome, you can use this ability twice per day)
* Bruising Intellect (Int for intimidate)
Feats
* Scribe Scroll
* Toughness
* Skill Focus Oration (+3 perform oratory)
Equipment
* Scale Mail (+5 AC, -4 ACP)
* Dwarven Waraxe (1d10, x3)
* Heavy Shield (+2 AC, -2 ACP)
* Fighter's Kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin)
* Book of Grudges (Adventurer chronicle. +2 circumstance bonus on a specific Knowledge check dealing with a grudge)
* 4gc
Skills
* Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained.
* Intimidate: +7
* Perform-Oration: +6 (counts for diplomacy at Lvl 2 and sense motive at Lvl 7)
* Spellcraft: +7
* Knowledge Religion: +8
* Knowledge Nature: +8
* Knowledge Local: +8
* Perception: +6 (+8 stonework)
* Knowledge All: +4
Background Skills
* Knowledge Nobility: +8
* Knowledge History: +8 (+10 for dwarves and their enemies)
Lvl 0 Spells
* Prestigitation
* Mending
* Detect Magic
* Read Magic
Lvl 1 Spells 5 per day
* Cure Light Wounds (1d8+1)
* Crippling Regret (I.e.: Hideous Laughter, DC 14.
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 2; Subdomain revelry 2, whimsy 1
CASTING
Casting Time 1 standard action
Components V, S, M (tiny fruit tarts and a feather)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature; see text
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
This spell afflicts the subject with uncontrollable regret. It collapses, assailed with knowledge of wrongs done by its people, falling prone. The subject can take no actions while assailed, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues being assaulted by knowledge of past wrongs for the entire duration.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because regret doesn't "translate" well.
nspired Rage
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
Wanderers by nature, they have walked from citadel to hold with their books of grudges. They stay for days, months, years or even decades. In some cases even centuries. While there they record all wrongs done in their books, and there the grudges stay until they can be avenged. And once every few hundred years, they call a moot. Every elder of the clan returns to their home in the Mindspin Mountains. There, all wrongs and tales of vengeance are recorded in the Great Book Of Grudges. A tome so vast that it takes two dwarves to open it. It is the second volume.
Kragmyr is one such Lorekeeper. With axe and shield he wanders the mountains, collecting grudges and writing wrongs. Most recently he has turned his gaze towards the Giants. Word has reached him of a massacre near Kraggodan, where the Ironshod Clas fell prey to Giant attack. He seeks out a known survivor named Balmir, to record the grudge
"Gather 'round! Drink hail me fine lads n' lasses. Listen now to the Saga of Sven Silverblade, slayer of the great Icewyrm of Dale's Keep. An' if ye like said tale, fill me cup an' wet me throat so more may come."
"He hewed with the brand!
Long since he went to Linnorn-Land for the slaying of the Worm,
There he won glory and the name of Wyrm-doom,
Since he pierced that serpent through, with the blade of inlaid steel.
He hewed with the brand!
Young he was, when east of Oere-sound he made good breakfast for the wolves,
While his steel sang on the high-crest of the icing-death,
Blood-stained the sea, the ravens waded through.
He hewed with the brand!
Ere a hundred years has passed o'er us, we who shake our axes,
At wave-mouth was the hero laid low,
Warriors died! The crimson death colored the sea and ravens feasted.
He hewed with the brand!
The war-god loved him when he was sent to the mighty halls,
Keen was the raven feathered arrow that we sent ere his passing,
Dirge was the music of sword on scale and cleft was shield.
He hewed with the brand!
Great was his courage when he faced Icasarcht, 'mid his winged steed, died.
No jarl more fearless was sent o'er the main;
His stout heart drove him, fearless, by the ice-devil's haunt.
He hewed with the brand!
The brand bit sore, the sword flew from its sheath,
Crimson the borders of our mood-shields when he died,
Loud roared the spears of his kin, as low law the drake.
He hewed with the brand!
His life was well-nigh o'er; sharp is the pang that the serpent gives.
For the snakes nest deep in the heart. No more may his children rest
Great wrath will fly for the undoing of doom.
He hewed with the brand!
Full gladly did he go! See the Glory fly to Magrim's halls!
High-seated among the heroes shall he quaff the yellow-mead."