GM Fuzzfoot's AP: Giantslayer

Game Master PJP

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I like the tie in. Balmir may be a bit reluctant to talk through the details at first though.


Balmir wrote:

I like the tie in. Balmir may be a bit reluctant to talk through the details at first though.

There are ways of making you talk.


Dot


@Zavier Vitoly - as is is fine for the application process.

Also, I have had one request for an aasimar. Even though it is not currently available for new PFS characters, it is still legal, so I would allow it. Same goes for tiefling or even grippli (which is only PFS legal if you have a boon, but you don't need it here.)

I am not saying using any of these would better your chances (since the tie in to start is more complicated), but if you want to use them, you can. I judge each character on its own merits and how it will fit in the group.


Thanks GM. Good luck to everyone with the applications!


The more I look at this AP, the more I want to take a dwarf. But then there's so many great classes/archetypes. Barbarians of various sorts, Stonelord Paladin, Geokineticist... Decisions, decisions.


Ok, I've updated Tam for this recruitment - 25 points, background skills, 150 gp of starting gear. He's pretty much a classic gnome illusionist with a couple knowledge skills that may be useful. Also surprisingly good at stealth, which might be helpful to give the group's rogue (if any) a buddy in sneaky situations.


Ouachitonian wrote:
The more I look at this AP, the more I want to take a dwarf. But then there's so many great classes/archetypes. Barbarians of various sorts, Stonelord Paladin, Geokineticist... Decisions, decisions.

Well so far as far as dwarves go, we have 1 skald, 2 fighters and 1 cleric.

For this AP...a good option could be a ranger. Favored enemy giants. Then go Sunseeker prestige class. Gives you runic weapons that does extra damage vs giants and orcs, runic armor for spell resistance, and the ability to be a dwarven ranger in heavy armor. Would fit thematically, and make him into a giant slaying beast.

Or a druid, perhaps? Get to wear stoneplate armor. Perhaps grab an earthbreaker, so you have a dwarf wearing stone armor and with a giant stone hammer. So good RP potential there.

Or a slayer? At lvl 2 get trapfinding. Something that a dwarven party would be missing. While also getting all the best parts of being a ranger.

Just spitballing some ideas here.


I thought about submitting a dwarf wizard... But can't just switch the race on this guy, his personality and background are thoroughly gnome. However, if he gets in, he will happily pick up Alter Self at level 3 to walk around in dwarf form as much as possible.

Dark Archive

Pathfinder Adventure Path Subscriber

Dotting for interest, leaning towards a Shoanti shaman.

Grand Lodge

Derrik Nular:

Male human cleric of Milani 1
CG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +5
Aura deflection aura (2 ft.)
—————
Defense
—————
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +5, Ref +1, Will +7
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)

Melee Morningstar +1 (1d8+1)

Ranged light crossbow +0 (1d8/19-20)

Special Attacks channel positive energy 4/day (DC 11, 1d6)

Cleric Spells Prepared (CL 1st; concentration +5)
1st—bless, magic weapon, shield
0 (at will)— detect magic, guidance, light
D Domain spell; Domains Protection (Defense subdomain), Liberation
—————
Statistics
—————
Str 12, Dex 10, Con 14, Int 14, Wis 18, Cha 13

Base Atk +0; CMB +1; CMD 11

Feats Improved Initiative, Scribe Scroll

Traits split-second defense, student of giant kind

Skills Acrobatics -6 (-10 to jump), Diplomacy +5 (+6 vs. giants), Heal +8, Knowledge (history) +6, Knowledge (local) +6 (+7 regarding giants), Knowledge (religion) +6, Linguistics +6, Perception +5, Spellcraft +6

Languages Common, Dwarven, Giant, Giant, Orc

SQ hero points, liberation (1 rounds/day)

Other Gear scale mail, heavy wooden shield, crossbow bolts (10), light crossbow, Morningstar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Milani), mess kit , pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Milani, 33 gp, 2 sp, 5 cp
—————
Special Abilities
—————
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day .


Fluff:

Derrik grew up in last wall, he knew all about the Wars with the Orcs and the Giants, he lived it firsthand because his father was a Troop leader on the southern border. Derrik knew that a solid defense could hold out against the most zealous of offense because if you wasted less energy initially you could use to your advantage.

During his training in the priesthood, Derrik learned of the town of Trunau, the only Human Settlement to survive in Orc infested lands. Derrik always wondered what their defensive secret was, how had a town of its size held out against the Orcs and Giants who roamed that land.

After his training was complete instead of being assigned to the Castle that his father served at he instead asked to be assigned to Trunau, knowing that Milani had not a major influence there and that her Defensive mind might help the town more. He also wanted to talk with the Town Elders about how they held out and what their secret was.


Ach, Kragmyr! Still bellowing that same ol' tale, eh? Ulark Twiceforged yells out smiling at the skald as he enters the Killin' Ground. Keep i' up and I may as well grab the brother's hopeknife and be done with it!

The dwarf gives a thin, strained smile at the other dwarf before continuing inwards towards the bar. The large, chipped axe strapped securely to the back of Ulark's heavy armor lightly brushes up against the wooden tables as he moves through the crowded room. The dwarf's hair is shaved close to the scalp, and the red beard on his face is cut through by a carefully dyed stripe of grey. Around his neck hangs a crudely cut iron circle, a smoking forge etched into it.

Uslark nods to the bartender. A Feysplitter Rabus. And news; it's two moons since I last came by.

Submitting for the panel (of one) Ulark Twiceforged. Orphaned in his youth when a gang of giants raided his clan's enclave. Uslark and his younger brother were among the few survivors. Making their way down from the Mindspan mountains where they grew up, the brothers wandered for a while before stumbling upon Trunau.

Ulark's brother grew fond of the tow and put down roots there, eventually marrying a local girl. Ulark however, found himself in a more restless place. Shaken by his parents' and clan-mates' deaths and full of questions as to why he lived when they didn't, the dwarf only found solace and purpose by throwing himself into the teachings of one of his people's gods: Angradd. The Forge-Fire preaches that souls must be brave and bold, striking out at evil before it can spread. Ulark immersed himself in his God's teachings and now roams across the countryside, willing to die in his fight against the savages outside city walls if it means less are there to harm others.

Crunch: Ulark is a Tortured Champion paladin of Angradd. I'm still finessing some of the full stats, but should have the profile fully updated by tomorrow. Also while I can easily just name Ulark's brother and sister-in-law, Fuzzfoot if there's a random named-but-minor NPC in the town that would work for that, feel free.


Torith's father was a miner and so he taught his son his skills.

Torith used to live in the foothills of the Hungry Mountains until the settlement was destroyed by a roving band of hill giants. Torith survived only because of a rock slide that trapped him underground as the attack started.

As the sole survivor he feels ashamed he couldn't help defend the settlement and angry that the giants destroyed the only life he ever knew.

He now travels away from his destroyed home trying to find a new place to call home, though since the rock slide he's found that he seems to be able to move the earth with his mind, and even call the earth to his hands as a weapon.

These new powers are equal parts scary and exciting to Torith, and he keeps testing his limits while also trying to keep the strange powers a secret from strangers.

He has passed through Trunau a couple of times on his travels and has always found the people to be friendly. If only they had a local mine to work he would seriously think about trying to settle down. Each time he passed through he would bunk in Ramblehouse overnight while trying to avoid Cham's attempts to set him up with every female Dwarf they had ever known!

Torith's latest visit coincides with the start of Hopeknife Festival, and as he's never seen one of the festivals before he decides to stay an extra night and see what all the fuss is about.

I've added a character sheet to this alias - Torith is a Geokinetcist if you hadn't guessed.


Cade, Noviate Cleric of Iomedae

Cade has what likely is a fatal disease. He caught it as a very young boy one night when he snuck out of his room at the tavern and tradehouse that his family ran and wormed his way underneath the trestle tables, between the boots of a rapt and attentive crowd. A bard sung that night, elven and fair, she played an instrument and spun a long tale of dragons, of battle, of last stands, of fair love and of courage in dark times. Like ill humors, the tales of valor and shining knights seeped into him and wrapped their claws around his heart. He has yet to recover.

Cade heard the call of Iomedae not soon after, with dreams of lions and swords shining against swirling darkness. Being the third son, his family was not unhappy with his decision to enter the priesthood, and with a nice donation, he was sent to learn.

Cade took to the prayers, the exercises and sword work, the rote learning, the privations and the discipline as a duck takes to water. He swum in it easily, his native element, and grew in strength of arm, strength of faith and strength of spirit.

Unlike some of his peers, Cade prayed to be sent from Lastwall. Sent forth as part of a crusade against demons, or purging some lair of evil. Instead he was sent to Truanu. For a short time, Cade was crestfallen. He was being sent to some backwater, away from the fight, away from danger. Then he read up on what the temple had written about Truanu in its Codex, and it was as he could hear the roaring of Iomedae in his heart. The natives of Truanu were so noble, they fought tooth and nail for their homes against the unending hordes. It was exciting, it was desperate it was almost romantic!

So Cade is now firmly established under the command of Tyari Varvartos, whom he is nearly heartsick for, and he trains with Brantos Calderon and very nearly worships the ground the paladin walks on. Among such noble heroes, Cade is ready to wade into battle, charge against the darkness, and call down the fury and strength of Iomedae against the foes of Truanu and the Light.

Appearance: Brown hair cropped short (so it fits under a helmet), clean shaven (so no enemy can grab his beard), bright eyed and full of cheer, Cade always has a ready smile and easily brightens up wherever he is.

Cade Statblock:

Cade
Human (Taldan) cleric of Iomedae 1
NG Medium humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 11 (1d8+3)
Fort +4, Ref +0 (+2 trait bonus vs. breath weapons), Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +2 (1d8+2/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—touch of good (+1)
Cleric Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, cause fear (DC 15), protection from evil[D]
. . 0 (at will)—detect magic, light, read magic
. . D Domain spell; Domains Good, War (Tactics subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 10, Wis 18, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Scribe Scroll, Selective Channeling
Traits armor expert, dragonfoe
Skills Acrobatics -5 (-9 to jump), Craft (alchemy) +4, Diplomacy +6, Knowledge (religion) +4, Linguistics +4, Sense Motive +8
Languages Common, Orc
SQ seize the initiative
Combat Gear scroll of bless, detect evil, remove sickness; Other Gear scale mail, heavy steel shield, longsword, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Iomedae)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 11 gp, 5 sp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Tactics)
Seize the Initiative (7/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Good +1 (7/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.


Twiceforged:
"Well if ye would get off your arse and make me a new tale of vengeance, then maybe I'd have new tales to tell!" Seeing that his attempt to earn himself some drinks had failed, Kragmyr and joined his kinsman at the bar. "Barkeep! I'll have what he's havin'."

Also got to say, I'm liking Torrith. A very fluffy class for a dwarf. Kragmyr would gladly fight Giants beside him.


Was thinking of submitting Yver, here, who is an orphan from a past campaign (was originally designed to be a Giantslayer app, recycled into a different game, now restored to his original self).

In terms of design and plans, Yver's a Hateful Rager, so he'll be taking Favoured Enemy Humanoid (Orc, Giant) -- but probably staying straight barbarian for his levels (that said, I'm not one of those that plans up to level 20, as I do like to adapt the character based on what's been happening...)

While there's a large number of martial submissions, I've been fond of Yver (probably because I did get to play him, even only super-briefly) and hoping to actually get the chance to play him through a long PbP [the other characters I'd built for Giantslayer are a Cavalier from Lastwall (Daring Champion) who would head to Mammoth Rider PRC and a Gnomish Magus adopted by dwarves)]

As a player, I've been in a number of PbPs, some which have lasted a fair amount of time -- sadly, two of the longest ones ended last year (having reached level 10 both times) -- but I'd really love to see a PbP campaign all the way through. More than happy to direct you to some past or current ones to get an idea of my playstyle.


I am new to the world above but I swear I am a human, despite what was done to me. I hope Trunau will accept me for what I really am.


Introducing Bjorn the Bold, Ulfen beast-wrestler, warrior-poet, and lover of ale!

Stats:

Bjorn the Bold
Male human (Ulfen) brawler (ulfen beast-wrestler) 1 (Pathfinder Player Companion: Advanced Class Origins 10, Pathfinder RPG Advanced Class Guide 23)
CG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +5 (1d6+4)
Ranged sling +3 (1d4+4)
Special Attacks martial flexibility 4/day
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 11, Cha 12
Base Atk +1; CMB +5 (+7 grapple); CMD 17 (19 vs. grapple)
Feats Combat Reflexes, Improved Grapple, Improved Unarmed Strike
Traits glint-tongued, vexing defender
Skills Acrobatics +5 (+9 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Bluff +1 (+2 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Climb +6, Diplomacy +2 (+3 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Disguise +1 (+2 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Intimidate +7 (+8 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Linguistics +2, Perception +4, Perform (sing) +2 (+3 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Swim +6
Languages Common, Giant, Orc, Skald
SQ brawler's cunning, martial training
Other Gear studded leather, buckler, sling, sling bullets (10), backpack, bedroll, belt pouch, flint and steel, folding pole[UE], hemp rope (50 ft.), piton (6), small tent, trail rations (5), waterskin, 100 gp, 2 sp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.

Backstory:

Bjorn was born in Kalsgard, where the skalds sing of ancient days around roaring mead-hall fires. His mother died in childbirth, and his father was a Blackraven from Hagreach who he barely knew or saw, but was expected to follow in the footsteps of. As a boy, he loved to wrestle, often besting those who went against him. It was through this passion he met a man named Hargrim. Hargrim was a beast-wrestler, taking on the greatest of beasts with his bare hands in hopes of being sung of by the skalds, and took Bjorn under his wing, becoming something of a father figure. Bjorn will readily recount many happy days spent with the Hargrim, learning to fight and sing. But at the age 15, his father took him to Hagreach, separating from the life he knew. He was forced into the Blackravens and trained with them for a few years, before being initiated into their ranks. On his first patrol, the group of recruits he trained with encountered a troll warband. The battle was short and fierce, and the other rangers on his patrol were slaughtered. Bjorn was disarmed by one of the trolls, his sword ineffectual lodged in the rapidly regenerating side of the beast. He remembered the stories told by Hargrim, and lept at the troll, grabbing it by the neck and clinging on for dear life, eventually forcing the troll into unconsciousness. In that moment he knew his true path, he would wrestle the greatest beasts to the ground and prove his superiority. He fled Hagreach back to Kalsgard, and learned that Hargrim had travelled to the Hold of Belkzen after Bjorn was taken. And so Bjorn set out to the Hold of Belkzen to fight the great beasts there and hopefully find his mentor and friend. In his wandering he discovered the town of Trunau and decided it was an excellent place to base his adventures out of.

Appearance and Personality:

Appearance: Bjorn is a tall and muscular Ulfen man with strong arms covered in intricate blue runic tattoos. Long blond hair cascades over his shoulders and a great beard is artfully braided and fastened with gold clasps. He wears simple leather armor under the clothes of an Ulfen warrior. He wears a backpack bulging with equipment of all sorts, and the sling hanging at his waist is his only visible weapon. He also carries an iron tankard engraved with the holy symbol of Cayden Cailean, as a reflection of his faith in the god of adventuring and alcohol.

Personality: Bjorn is, like many Ulfen warriors, boisterous and loud. His great goal in life is to wrestle a linnorm into submission, and will not give up until a linnorm is at his mercy, or he lies dead in the snow. He has a great love of poetry and creative insult-crafting, and often tells great tales of his family's maritime history. As a devotee of Cayden Cailean, he believes that life is hard, and to combat that one must drink harder. More than once he has taken on a foe with one hand, and held a tankard of mead in the other. He can be struck by outbursts of intense longing , often sparked by reminders of his lost youth. Despite all this, he is kind and compassionate, and will fight to the death to protect those he cares about.


GM, I might decide to go with exot. prof twin bladed staff. I was wondering if you would be open to allowing me to refluff it so that when I use TWF with it I disconnect the ends and used them as separate blades? It wouldn't change anything mechanically at that point. It would just allow me to two hand a weapon when I need to move. IE, do more damage when I can't use TWF.


This is Ouachitonian, presenting Grod the Cunning, unusually intelligent half-orc Barbarian (Mad Dog). With his rhinoceros companion, whom he hopes to ride when she grows large enough, he joyfully fights all the foes of his adopted home of Trunau, Gorumite battle-poetry on his lips. Eventually I plan to take him into Mammoth Rider. I fluffed his companion as being a woolly rhino, no mechanical difference, but he's part Kellid and I like the flavor. His Kellid ancestry is also where he got Hallit as an additional starting language (I hope that's ok. HeroLab doesn't think half-orcs should be able to take Hallit).


So the character I have is Arwyn of the Blackened Blades. One of Halgra's many children, he's grown up in Trunau and learned to fight to defend his people at any cost. Arwyn's crunch is below.

Spoiler:

Arwyn of the Blackened Blades
Male human (Kellid) unchained barbarian 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder Unchained 8)
CG Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee falchion +6 (2d4+6/18-20) or
. . hopeknife +6 (1d4+4/19-20)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 15, Int 13, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Power Attack, Weapon Focus (falchion)
Traits giant dodger, trunau native
Skills Acrobatics +1 (+4 to avoid attacks of opportunity when leaving threated squares), Climb +4, Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Lore (Giants) +5, Perception +4, Survival +4
Languages Common, Giant, Hallit
SQ fast movement
Other Gear scale mail, falchion, hopeknife, backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 16 gp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.


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And presenting the ranger Anabella Fey, adopted daughter of Halgra of the Blackened Blades. With the blood of fey running in her veins, it shows openly in her color changing eyes and fox tail and ears.

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Background:
Anabella's birth parents are completely unknown. Abadoned by a Varisian caravan heading out of town, the townsfolk did not find her hidden among the stalls at the Barterstones. With the tails and ears of a fox, the people of Trunau did not know what to do with her, and some of the more superstitious claimed that she was a cursed child left behind for them to suffer. But when Halgra angerly declared that she would take the newborn in with her bunch, the dicussion ended.

Raised among kids of multiple ethnics, Anabella never felt out of place, especially as Halgra treated them all the same, which was kind, yet strict. Anabella was constantly drawing attention from her tail and ears throughout her life, and chased off more than one bully that tried to pick on her for them. Many thought she had kitsune blood in her, or else was some sort of half-breed. Halgra was certain that she had fey blood in her, telling her stories of several fey creatures she had met during her adventures.

Though the people first thought of the child as a burden, Anabella soon learned how to work hard under her adopted mother's strict teachings. Upon receiving her Hopeknife, Anabella chose to take up the town's defense and began her teachings in the bow and sword. A marksmen at a young age, Halgra would often boast that she had more of her blood in her than her own child, though never in Anabella's presence.

Her fey blood showed itself more and more present as she grew. From a natural ability at playing instruments to her eyes changing colors with the season, Anabella discovered each one with both curiosity and enjoyment.

Anabella joined the ranger parties as soon as she was able, her desire to follow the Standing Vow forefront in her decision. Though she did not encounter orcs often, the groups would exlain their tendancies and how best to handle them: steel in the gut. It was on these trips through the hills that Anabella discovered her talent with magic.

Yet, though Anabella enjoys the harsh and lively lifestyle of Trunau, the stories of her adopted mother stirs her fey blood, and she often wonders what just such an adventure would be like. Her mother, recognizing this wonderlust look, has already prepared herself for the request to leave.

----------

Appearance and Personality:
Anabella's fey nature shows itself throughout her personality. Though her mother and Trunau in general have taught her a great deal of discipline, Anabella still enjoys having fun and playing the occasional prank. She loves to play the lute, and enjoys each celebration that Trunau throws.

Anabella's main contributions to the town consists of her crafting skills with the bow, and joining in on the ranger's forays. Several would also agree that the aura of joy she carries, as well as an unbreakable faith and hope in Trunau, helps the morale of the people a lot.

Though her fey blood stirs with mischief, Anabella has learned to usually control this urge and follow instructions. While she adherently follows the town's few laws and her mother's words, she enjoy her freedom much as any Trunau, even if she has to fight for it. In any other area, she'd follow the laws if they adhered to her code. She takes the Standing Vow seriously, and desires to be counted among the heroes that died defending Trunau at all costs. To Anabella, her town and family come first, and nothing else.

Other than her ears and tail, Anabella's appearance is not much different from a normal human, though she seems to be a mix of ethnicities. Her eyes do change with the season, from green in the spring, to blue in the summer, red in the fall, and white in the winter. Though there is one or two that still have doubts about her, most enjoy the upbeat spirit she brings and the hardwork she puts into anything she does. Both Anabella's hair and tail are a soft auburn color, and she lets her tail be seen openly without care about attracting attention anymore.

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Stat Block:
-----------------------
Anabella Fey
-----------------------
Female Human (fey) Ranger (Infiltrator) 1; Age 21
NG Medium humanoid (human)
Init +4; Senses Low-Light Vision, Perception +6

-----------------------
Defense
-----------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
HP 10
Fort +2, Ref +6, Will +3

-----------------------
Offense
-----------------------
Speed 30 ft.
Melee short sword +3 (1d6+3/19-20)
Ranged longbow +5 (1d8/x3)

Special Option
Favored Enemy - Humanoid (Orc) - +2 attack and damage, as well as Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them

-----------------------
Statistics
-----------------------
Str 14 (+2), Dex 18 (+4), Con 11, Int 12 (+1), Wis 14 (+2), Cha 12
Base Atk +1; CMB +3; CMD 17

Alternate Racial Options
Fey Magic, Fey Thoughts, Low-Light Vision - A human can take these in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision. (Heroes of the Wild, page 5)

Traits
Campaign - Trunau Native - Hopeknife and +1 Will
Magic - Magical Knack - +2 Spellcaster Level for Ranger

Feats
Fey Foundling - +2 hp recovered per die when healed; +2 to saves against death; +1 damage taken from cold iron
Point-Blank Shot - +1 to attack and damage with ranged attacks within 30 ft

Skills (10 Ranks - 6 Class, 2 Background, 1 Int, 1 Favored Class Bonus)
Climb +6 (1 rank, 3 class, 2 Str)
Craft (Bows) +5 (1 rank, 3 class, 1 Int)
Handle Animal +5 (1 rank, 3 class, 1 Cha)
Intimidate +5 (1 rank, 3 class, 1 Cha)
Knowledge (Nature) +5 (1 rank, 3 class, 1 Int)
Perception +6 (1 rank, 3 class, 2 Wis)
Perform (Stringed Instruments) +5 (1 rank, 3 class, 1 Cha)
Stealth +8 (1 rank, 3 class, 4 Dex)
Survival +6 (1 rank, 3 class, 2 Wis)
--Survival (Track) +7 (1 rank, 3 class, 2 Wis, 1 Track Ability)
Use Magic Device +5 (1 rank, 3 class, 1 Int)

Favored Class Bonuses
Ranger - Bonus Skill Point (x1)

Languages
Common, Sylvan

Archetype
Infiltrator

-----------------------
Magic
-----------------------
Fey Magic - Mountains
Anabella has a number of spell-like abilites when in her favored terrain (mountains), each usable once per day.
0 - Level
1/day - Detect Magic, Guidance, Stabilize
1 - Level
1/day - Cure Light Wounds

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Possessions
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Inventory
Hopeknife (masterwork dagger), longbow, arrows (40 regular, 1 smoke), short sword, leather, lute, signal horn, torch, flint and steel, waterskin (filled), bedroll, rope 50ft, backpack

Emcumberance
Current Load - 54.15 (Light)
Loads - 58 (Light), 116 (Medium), 175 (Heavy)

Wealth
2 pp 10 gp 18 sp 9 cp

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Special Abilities
-----------------------
Favored Enemy (Ex) - At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Fey Magic - The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has
a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.

Fey Thoughts - The character sees the world more like a native of the First World. Sense Motive and Use Magic Device are always class skills for the character.

Low-Light Vision - This character has low-light vision, as do many feyborn.

Track (Ex) - A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex) - A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

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Party Dynamics:
Anabella is an archer first and foremost, with magic to supplement her archery and light amounts of healing. Also, she will be a source of hope and fun with her fey tendancies in the party.

For now, a full ranger is planned, though the plot and other unforeseen things may change that.


@thelizardwizard - can you PM me the specifics stats as you see them for both configurations? I am not necessarily opposed to it, but want to know more before I allow it.

Submissions are all great!


Artillery sorc is being slow, between working out a fitting background and trying to make it more versatile (because fire bombardment is only super-awesome while it works, so the fall-back option needs to be formidable as well). Got some sudden inspiration and made a witch, though.

Shivarra

Background:
'Evil Eye' Shivarra is a half-orc witch living on the outskirts of Trunau by the outer wall. Originally she's been born and grew up in one of the lesser orc tribes to the north, and such a backgroung left an obvious impression on her personality and demeanor. She's fairly close-lipped about her past, but the initial questioning by the militia and occasional slips over a tankard of ale paint quite an ugly picture of her childhood.

It seems that at first she aimed to overcome any obstacles in her way in order to reach the top of the orc society and even made some progress, becoming one of the tribe's shamans' apprentice, however in the end she had barely dodged landing on a sacrificial altar, ending up a slave instead. It's hard to say when that happened, but one thing is certain - by the time she showed up at Trunau's gates she hated local orc tribes with passion few of the residents could match and was set on making sure to see her former brethren bleed and rot under the town's walls, having contributed to such a fate if she could help it.

At this time Shivarra's still at the start of her journey. Her training's never been complete, and teaching herself has been a slow affair. Only recently she has achieved a solid grasp of basics. In the meanwhile, she's been supporting her living by making and selling medicine and alchemy goods to the people of Trunau along with occasional spot of healing, although that particular service is not too popular between her imperfect skill and lacking bedside manner.

Personality:
Blunt and often to the point, although it's possible to draw her into a prolonged conversation by bringing up something she feels strongly enough about, in either direction.

Highly loyal to the community, recognizing its worth - less so to its individual members outside of those she personally likes. Vicious, looks up to power and enjoys simple pleasures in life, although nowhere near the extent that would distract her from her quest.

Appearance:
A stocky, powerfully built and curvaceous young half-orc woman all too often wearing a glum look on her face, her features heavy, but well-proportioned. Her grayish-green skin is barely covered by a leather loincloth, showing off a prominent tattoo winding down her right arm all the way from her face. A messy mane of raven-back hair is adorned with a few crude trinkets.

Still got to check her for errors as well as pick equipment and spells, but I might just stick to her if the sorcerer doesn't cooperate with me.


Gundar Forgelight would like to toss his hat into the ring for consideration. This is an alias of Arythain.

Gundar Forgelight, Crunch:

Gundar Forgelight
Male Human Dwarf Ranger 1
Neutral Good Medium Humanoid
Init +1; Senses Perception +6
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Defense
--------------------
AC 18, touch 12, flat-footed 16 [+1 Dex, +4 Armor, +2 Shield, +1 Dodge]
hp 14 (1 HD; 1d10+3)
Fort +5, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.

Melee
Battleaxe +4 (1d8+3/x3)
Dagger +4 (1d4+3/19-20/x2)

Ranged
Light Crossbow +2 (1d8/19-20/x2)

--------------------
Statistics
--------------------
Str 17, Dex 12, Con 16, Int 12, Wis 15, Cha 8
Base Atk +1; CMB +1; CMD 14

Skills (with invested ranks):
Climb + 7 (1 rank)
Heal +6 (1 rank)
Know(Dungeon) +5 (1 rank)
Know(Geo) +6 (1 rank, 1 trait bonus)
Know(Nature) +6 (1 rank, 1 trait bonus)
Perception +6 (1 rank)
Perform(Wind) +0 ( 1 rank)
Stealth +5 (1 rank)
Survival +6 (1 rank)

Feats
Dodge (+1 to AC)

Traits

Trait: Druid-Schooled (Reflavored Devotee of the Green): +1 to Know(Geo) and (Nature)
Roll With It (Giantslayer)

Languages
Common, Dwarven, Giant

SQ

Gear Armored coat, Battleaxe, heavy wooden shield, dagger, light crossbow, Bolt x30 trail rations, hemp rope (100 ft), leather beard times, beard comb, forgelight clan crest ring, flute,

Spare Gold: 32
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Special Abilities
--------------------

Favored Enemy (Humanoid: Orc) - +2 bonus on Bluff, Knowledge,Perception, Sense Motive, and Survival checks against creatures of this selected type. +2 bonus on weapon attack and damage rolls against them. May make Knowledge skill checks untrained when attempting to identify these creatures.

Track

Wild Empathy

Backstory, Short Version:

Longer version in Gundar's profile

Gundar was born in a Deep Hold outlying the Sky Citadel Kraggodan, where the resident dwarves rarely see the sunlight. As a child he saw the surface once during a holiday and became obsessed with it. However, as "wanting to go outside" was considered a very queer thing for dwarves of this hold, Gundar befriended one of the surface gate guards and cajoled him into letting the young dwarf outside in secret, where Gundar would explore and climb trees and generally marvel at everything to be seen. Eventually he began smuggling a crossbow out and using the local squirrels and other small wildlife as target practice. It was this unsporting slaughter of innocent animals that brought a druid, Gallas-of-the-Teeth, down on him. Gallas dragged him back to Boulderfast and presented the young dwarf at the front gate.

In the uproar that followed, Gundar confessed his activities to the hold elders and begged for mercy, professing his love of the mountainous forest around the hold's surface entrance. His piteous pleas moved both the elders and Gallas, who decided that the dwarf would be sent to learn from a ranger friend of Gallas's to the north where the forests of Nirmathas met the Mindspin mountains. For several years Gundar learned from this ranger, a half-elf named Felaan Silverleaf. When he had learned all he could from his master in relative safety, Felaan sent him yet further north to the region of Belkzen and the town of Trunau, where his dwarven training would come in handy against the constant orcish menace.

He took an immediate liking to the town and its inhabitants. He found in them a kinship much as he had felt with fellow dwarves in his youth, and indeed the denizens of Trunau had much in common with his own folk. They were just as stubborn and unyielding, just as determined and self-sufficient. Gundar admitted to himself that while he loved nature, the utter solitude of living constantly with only the taciturn Silverleaf for company had been wearing on him. He was happy to make Trunau his home, and for years now has served as a scout, spy, and soldier against any and all dangers. His ranger training makes him a valuable asset on long patrols, ensuring that whatever might threaten the town, at least they will not be taken entirely by surprise.

In between ventures into the mountainous region around the village, Gundar boards at the Ramblehouse. With its half-built proportions it reminds him of his childhood hold of Boulderfast, which was none too roomy. Occasionally when short on coin (or tired of the ceaseless chattering of the halflings at the Ramblehouse) Gundar will room in the Longhouse instead with other soldiers and the Patrol Captain Jagrin Grath, from whom Gundar continues to learn. Has also been known to sit by the Hopespring at times, sharing silent company with the elven Druid Silvermane. Though he never speaks and is never spoken to by the elf, the druids presence reminds Gundar of Gallas-of-the-Teeth, whom the dwarf remembers fondly. And of course, Gundar enjoys sharing the company of the other dwarves in the town.


Dot. Very interested in playing APs for PFS credit and this AP sounds cool. I will read through the Player's Guide and think about character possibilities.


Hi folks, I'll throw my hat into the quickly crowding ring. Malthu is a Half Orc Inquisitor of Iomedae. Though he was once a member of the Twisted Nail clan, he fled after contracting plague, and found relief within the walls of Trunau, particularly under the care of Katrezra. He's since learned to follow the ways of the Inheritor, but his nature is still more Orcish than chivalrous human. More details in his profile.

This character has gone through portions of the beginning of a Giantslayer campaign but that campaign struggled to make progress so he hasn't gone very far. I'm hoping he'll find renewed life in a new game.


Thozar Earthchanter is supposed to be a crowd control/utility druid. Let me know if you have any questions or if there is something you would like to see!

Crunch:

Dwarf Menhir Savant Druid 1

Racial Traits
Giant Hunter (replaces hatred) - +1 attacks on giants, +2 survival to find/follow giant tracks
Lorekeeper (replaces greed) - +2 history checks that pertain to dwarves or their enemies
Mountaineer (replaces stability) - Immune to altitude sickness, keep dex to ac when climbing/navigating narrow ledges
Rock Stepper (replaces stonecunning) - can 5ft step in rubble, broken ground, steep stairs

Traits - Darklands Delver(+1 dungeoneering, is class skill), Roll With It (+1 reflex, 2/day negate crit from giant)

FCB - Skill Points

STR: 10 DEX: 14 CON: 16 INT: 14 WIS: 18 CHA: 8

Adventuring Skills
Acrobatics 6
Climb 4
Spellcraft 6
Survival 8
Perception 8
Dungeoneering 7
Sense Motive 8

Background Skills
History 6
Geography 6

Languages
Common, Dwarven, Druidic, Orc, Giant

Nature Bond: Caves (Earth) Subdomain

Feat Tree:

1 Spell Focus (Transmutation)
3 Greater Spell Focus (Transmutation)
5 Natural Spell
7 Spell Focus (Conjuration)
9 Steel Soul
11 Spell Penetration

Broad Background:

The Earthchanter lineage has been well documented since before the Quest for Sky brought them to the surface. For eons their family has dutifully maintained the very walls that held the dwarven empire together and the Dwarves' success in completing their quest has brought even more responsibility to the Earthchanter name. Generations later, the family is still insuring the safety of dwarven people in their tunnels.

Thozar was born and raised in the Dwarven citadel of Janderhoff to the Earthchanter clan. As the fourth son, he knew his future didn't lie with the clan's business. Even while being trained in the traditional ways of his family, Thozar's thoughts were with how he could make his own living beyond the iron curtain walls of the city.

When he reached adulthood, he set out for a life of adventure. Misfortune struck him early on and after a downward spiral he eventually ended up penniless and beaten in the town of Trunau. Forced to face the realities of his shortsighted choices, Thozar lives in an abandoned mine shift on the edges of the Mindspin Mountains. He pieces together a meager living scouting out giant and orc movements in the area, providing food for himself through trapping and trading with Trunau.

Thozar finally caught a break when the Meesons invited him to run a stand by their general during the annual Hopeknife Festival. Eager to increase his means, he accepted.

10 minute background:


    Elements of Thozar Earthchanter
  • Proud Individualist - Despite the unique opportunities available to him in his youth, Thozar has developed into a highly self-reliant dwarf that would rather starve than accept a handout.
  • Freedom - One of the primary motivators for Thozar's departure from Janderhoff was his resentment of the oppressive levels of tradition he was expected to adhere to.
  • Earth - Thozar feels an incredible connection with the very ground beneath his feet. He understands little about this connection, but he can feel the very magic of the world coursing through the ground below him.
  • Underground - As a product of his lineage, Thozar feels most at home in a dark place underground. He finds that his connection to the world is strongest in such locations.
  • Dwarven Loyalism- Despite abandoning his homeland, Thozar still harbors a fierce loyalty to his race and is very proud to be a dwarf.


    Goals
  • Major Character Goal - Thozar wishes to become an undisputed master of the divine magic that controls the earth (spells with the earth descriptor)
  • Player Goal - I would like Thozar to eventually reunite with his family in Janderhoff. Either "off-screen" or as part of the main storyline, I think it would be important for him to learn that his family hasn't forgotten him and would love to have him back.


    Secrets
  • Character knows - Despite his reasons for leaving Janderhoff, Thozar fears that he has made a mistake by leaving his homeland. This is something he even keeps from himself, not willing to risk that he may have been wrong for so long.
  • Character does not know - His family wants their son back. Regardless of how he feels about their lineage, they want nothing more than to have their son returned to them and have their family be whole once again.


    People
  • Rival - Thozar has noticed a group of orcs has been making progress in tracking him down. The group has learned he supplies information on orcish movements and intends on killing him for it. Luck and Thozar's command over nature has kept them at bay thus far.
  • Friend - Thozar has a somewhat warm relationship with the Meeson family in Trunau. Most of his trading is through them and over the years they have developed a relationship of mutual trust.


    Memories
  • Good - Thozar's favorite memory is when he first felt the rush of magic flow through him from the earth. This spark into druidism occurred while in Janderhoff and is one of but a few happy memories he has of his youth.
  • Bad - Within the last year, Thozar has a nightmare that reoccurs monthly. He finds himself tied to a stake being pelted with stones while fire slowly consumes him. He cannot make out the people throwing the stones, but each time it happens the dream gets clearer and more lifelike. He always awakens with the taste of blood in his mouth and fear in his heart.


Apologies, forgot to mention that Gundar Forgelight may very well be looking at the Horizon Walker prestige class when the time comes.


From the Player's Guide:

Quote:
In addition to the animals mentioned here, the bestiary of Pathfinder Adventure Path#91: The Battle of Bloodmarch Hill features a selection of animals native to Belkzen and the Mindspin Mountains that PCs could take as animal companions. Talk to your GM about these possibilities.

Can you tell me what animals might be available from that book?


Tundran wrote:

From the Player's Guide:

Quote:
In addition to the animals mentioned here, the bestiary of Pathfinder Adventure Path#91: The Battle of Bloodmarch Hill features a selection of animals native to Belkzen and the Mindspin Mountains that PCs could take as animal companions. Talk to your GM about these possibilities.
Can you tell me what animals might be available from that book?

Here are the basics. I can give you more ecology if you have one you like.

Mindspin Ram This stark white ram’s curved horns appear to have sharp thorns studding every inch of their surface.
Mindspin Ram Companions Starting Statistics: Size Small; Speed 40 ft.; AC +1 natural; Attack gore (1d4); Ability Scores Str 10, Dex 17, Con 11, Int 2, Wis 14, Cha 7; Special Qualities low-light vision, scent. 4th-Level Advancement: Size Medium; Attack gore (1d6); Ability Scores Str +4, Dex –2, Con +2; Special Attacks bleed (gore, 1), powerful charge (gore, 1d8).

Skittergoat This small goat has sharp horns that wrap around its head to point forward, making it resemble a tiny bull.
Skittergoat Companions Starting Statistics: Size Small; Speed 30 ft.; AC +1 natural; Attack gore (1d4); Ability Scores Str 13, Dex 14, Con 11, Int 2, Wis 10, Cha 5; Special Qualities low-light vision. 4th-Level Advancement: Size Medium; Attack gore (1d6); Ability Scores Str +4, Dex –2, Con +2; Special Qualities egg cracker.

Blackwisp Egret This jet-black bird has a long, hooked beak. Its piercing orange eyes reflect any light that hits them, making them appear to glow ominously.
Blackwisp Egret Companions Starting Statistics: Size Small; Speed 30 ft., fly 30 ft. (poor); AC +1 natural; Attack bite (1d4); Ability Scores Str 8, Dex 17, Con 8, Int 2, Wis 13, Cha 5; Special Qualities low-light vision. 4th-Level Advancement: Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2; Special Qualities deceptive target.

MEGAFAUNA
Chalicotherium This huge, slothlike creature has long, clawed forelimbs and short rear legs.
Chalicotherium Companions Starting Statistics: Size Medium; Speed 30 ft., climb 30 ft.; AC +4 natural; Attack 2 claws (1d4); Ability Scores Str 12, Dex 14, Con 13, Int 2, Wis 13, Cha 3; Special Qualities low-light vision, scent. 7th-Level Advancement: Size Large; AC +2 natural; Attack 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attack rend (2 claws, 1d6).

Deinotherium This creature resembles an elephant, though it has a shorter, thicker trunk and sharp, downward-curving tusks.
dEinoThEriuM coMpanions Starting Statistics: Size Medium; Speed 30 ft.; AC +4 natural; Attack slam (1d6), gore (1d8); Ability Scores Str 14, Dex 10, Con 15, Int 2, Wis 13, Cha 3; Special Qualities low-light vision, scent. 7th-Level Advancement: Size Large; AC +2 natural; Attack slam (1d8), gore (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities sweep, trample.

Embolotherium This creature is reminiscent of a rhinoceros, but instead of pointed horns on its nose, this creature possesses a blunt, bony protrusion.
Embolotherium Companions Starting Statistics: Size Medium; Speed 30 ft.; AC +6 natural; Attack bite (1d6); Ability Scores Str 14, Dex 10, Con 13, Int 2, Wis 13, Cha 3; Special Qualities low-light vision. 7th-Level Advancement: Size Large; AC +2 natural; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualities trample.

Silver Crusade

Heilyn Alpidos

I posted a sample crunch earlier, but I'll probably change things around. General idea is to be a support alchemist, focusing on status effect bombs, buff infusions, and carrying a Mary Poppins bag full of random/circumstantially useful alchemical items.

Background

Spoiler:

Heilyn was born in Trunau, her parents among the slaves who fled Molthune with Cham Larringfass. She spent her whole life in the Ramblehouse, meeting the boarders and other travelers passing through town. Picking up stories of travelers from around the world left her with a sense of curiosity about the wider world.

She primarily works in the kitchen and bar, trying to make patrons feel welcome however she can, including trying to replicate foreign cuisines for homesick travelers.

Though she's thought about setting out on her own before, her feeling of obligation to Trunau too strong. If something happened to the town when she wasn't there to help defend it, she'd be unable to forgive herself. As it is, when business is slow, she spends her time developing potions, alchemical remedies, and weaponry for the community.


@Fuzzfoot, may the campaign traits be adjusted to match the background? It appears that the default ones don't quite fit. I can take a generic one like artifact hunter or student of giantkind, but in that case its influence on the characterization would be pretty slim.

Then, how granular do you plan to make the adventuring gear? Do we need to note down every single item or would tossing a couple dozen gold into 'Supplies' entry suffice when it comes to possessing food, drink, camping gear and so on?

Lastly, does the 'goods your character can produce themselves may be purchased at the cost of materials during character creation' rule apply here?

Dark Archive

I was also in the same game as Tamxander that went belly-up near the end of Book 1. I am currently Gm'ing the campaign here on PbP and getting ready to start Book 5.

Here is the character I was playing. Will have to drop him back down to level 1.

Liberty's Edge

Dotting for interest.

I am considering a real fish-out-of-water type scholarly character, very likely a bard. Far more interested in the history and culture of the region than the wars being fought in it.

Very much taking inspiration from the absent-minded character Marcus Brody from the Indiana Jones movies.

I appreciate this isn't in line with the idea of characters being orc-hunters but I think he'd be interesting nonetheless.

Belir wrote:

I was also in the same game as Tamxander that went belly-up near the end of Book 1. I am currently Gm'ing the campaign here on PbP and getting ready to start Book 5.

Here is the character I was playing. Will have to drop him back down to level 1.

As a side note, kudos on getting to Book 5 in a pbp game Belir, long-term games like that are very few and far between in my experience because of the time commitment.


Took me longer than I wanted, but Mortoth's background (including his reason for being in Trunau) are complete. (Fuzzfoot, I've left the specific link to Trunau blank, in case you want to pick a name for me, but if you'd prefer I can choose someone from the gazeteer.)

All ready to go!


@Tavarokk - If you mean, can you change the reasoning behind the benefit for a given trait, I have no problem with that as long as it is truly fluff. If it is a matter of changing a specific race or religion or such, though, then I would prefer not (or at least would consider on a case by case basis).

@JamZilla - Marcus is one of my favorite characters, especially in the 3rd IJ movie. I am sure you can find a reason for being in such a place.

Liberty's Edge

Ha awesome.

Yeah I've got a few thoughts but currently on a long journey so will concentrate on it when I get home.

On a different subject, what time zone are you in? I'm in UK so it does have some bearing on my posting times dependent on the rest of the group I am playing with.

Liberty's Edge

Dr Samuel Ballard Backstory:

Doctor Samuel Ballard is an Ustalavian-born archaeologist, historian and lecturer. He is a junior curator for several prominent museums in the region, but none more prominent than the Lepistadt University of Antiquities.

Dr Ballard was born into a wealthy Ustlavian family and grew up in Caliphas. He was well educated in a fine school, taught the gentlemanly sports of archery and fencing and, as an only child, was groomed to become the next generation of the Ballard Trading Company.

In his teenage years though Samuel became fascinated with the people and history of the Inner Sea. Rather than apprentice into the business he pleaded with his parents to let him attend university and, reluctantly, they allowed it.

He attended university in Absalom where he majored in history and arcana studies. He continued to practice archery. It helped clear his mind and though he never shot an arrow in anger, he found the mechanical, repeated movement most relaxing. In fact, he won the university archery championships twice in his five years of study.

As his time in university wore on though, his parents became more and more restless, their letters more insistent that he return to the business, this silly fascination with archaeology indulged for long enough. And so, it wasn’t long after that he accessed his trust fund, a meagre sum of money from his parents, knowing they would never approve of his decision not to follow in their footsteps. He used the money to secure a place on a caravan bound for Osirion, leaving a note for his parents. Whether consciously or not, he was now obsessed with the endless questions relating to the unknown. How did an ancient community survive? What did they make? What did they eat? How did they live? Why did they..? When did they..? Who were they..? For what reason did..? How did they..? What was this..? Where did they go..? How old is it? How does it relate to…?

On that trip he bedded down in blankets of deposition. He ate stratigraphy and when the sun blazed he sheltered in the cool shadow of historical context. He ate Interpretation and hypothesis and when he drank of debate and discussion he felt more sated than ever before.

After that three-year expedition, Ballard lectured at various universities and participated in further archaeological digs from the Varisian Mountains to the shores of Lake Encarthan. He was personally approached by the Venture-Captain of Katapesh Aurora Steelbloom to join the Pathfinder Society who would fund his research into his real passion of the ancient artifacts of Azlant, Thassilonia and Osirion. But Ballard declined the offer. He sees history as a means to gain the real truth of a people and regards the Pathfinders as state-sponsored historians-for-hire which has always struck him as rather inglorious and distasteful.

Returning to Ustalav, Ballard took up a post at the Lepistadt University, making acquaintances with notable scholars such as Professor Petros Lorrimor and Dr Montagnie Crowl.

But the lecture hall was as a prison for him and it wasn’t long before Dr Ballard jumped at the chance to explore the the savage Holds of Belkzen where the rich histories of the human, orc and giant people converged into an historical gold mine!

He eventually made his way to Trunau, a small human farming community located just south of the old Horedline. It has been just over three weeks since his arrival and in all that time he has yet to find a willing guide or build a team that will take him further into the mountains. Tensions between the humans and the orcs are running apparently higher than usual and the populace is even more nervous than usual.

This is Samuel’s first solo expedition and the going is hard. Perhaps he has been sheltered to greatly by the safety of the university library and the comfort of a professional archaeology team. For the people of Trunau are hard as flint, sharpened over years of abrasion with the orc tribes. To them he must seem a scattered, pampered fool, more concerned with people who died a thousand years ago than those who carve a hard living in the mountains.

Samuel is down-hearted and worse, doubtful that he should ever have come here at all.

Personality:

Dr Samuel Ballard is adventurous, reliable and loyal. He has infectious enthusiasm but finds it difficult to temper sometimes and can also be bumbling and awkward, especially with those of a more ‘alpha’ personality. He is extremely intelligent in a bookish manner but can sometimes be removed from the ‘reality’ of the situation. He is as likely to burst out in overjoyed enthusiasm at the discovery of an ancient deadly trap as any normal person would be to find the situation terrifying.

I have not yet worked on his actual stats so I'm not sure what flavour of bard he is going to be. Archaeologist is obvious, and very fitting. But the archaeologist luck ability is a more selfish version of Inspire Courage and with several melee attackers in the group it could be something of a waste.

The other option is that he would be an Archvist who provide bonuses to AC, attack rolls and saves against specific creatures which would likely be very useful for this AP

To contribute in fights, he will focus on archery

I guess the other option entirely is Investigator or alchemist which I confess are classes I am very interested in generally but would change his focus to more of a melee or ranged striker and with lots of skills and some utility rather than a support character with a bit of back-up ranged combat.

Ultimately all this would be decided by party composition should I be fortunate enough to be selected


I don't know if I specifically said this, but please only submit one character. The interest has been overwhelming! So to be fair, everyone should just submit their preferred choice.

Thank you!


I like the idea of a giant sloth companion. They don't look too overpowered but not quite as weak as the goats which I also like. Would you rule that the chalicotherium could be used as a mount? Perhaps out of combat only?

My vague idea is a melee hunter who uses teamwork with his melee ac. Escape route etc.

My other idea is maybe a mesmerist. With most of the enemies being humanoid that might be a strong option.

Any feedback on either concept?


Actually my concept is really taking shape now.

Spoiler:
He's a grippli hunter with a chalicotherium companion. He's from the forest near Kaer Maga where he occasionally traded on behalf of his treetop village. He befriended the giant sloth while exploring the forest around his home. During a particular visit to Kaer Maga he ended up on a caravan bound eastwards and wound up in Trunau at just the wrong time.

The grippli will be taking weapon finesse and both of them will focus on climb and athletics and feats like underfoot and spring attack, as well as teamwork feats like escape route. So dodging around trying to avoid AoOs.

A frogman and a giant sloth climbing and rolling around the giants, looking for openings. Sounds fun and awesome. :)

I will be taking the roof runner archetype and refluffing it a bit to represent living among the treetops instead of roofs, if that's ok. "Canopy Runner," if you will.

The mount thing doesn't really matter. I was considering a cavalier at first but I like this idea better. Out of combat riding at least would be nice though.

I will work on this and try to have it done in a day or two. Let me know if you have any feedback. Thanks!


I'm undecided on the last two level one spells. What would you guys want for the party most out of Air Bubble, Command, Enlarge&Reduce Person, Remove Sickness and Summon Monster I?

In any case, I'll have debuffs most thoroughly covered, along with limited healing and buffs.

Also, does anyone want to establish an existing relationship between the characters prior to the start of the campaign?


Enlarge is pretty useful for reach and extra damage


Enlarge and Reduce Person are perfect spells for this campaign.


Withdrawing from this campaign.


Added a link to Herolab's character sheet.


Yeah. Enlarge person would be great to keep up with the giants.


Yeah, giving and removing reach are nice options to have, so I took size spells after all.

What about party dynamics? I'd say Shivarra can get along with a typical dwarf pretty easily on the grounds of good ale, good food, pragmatism and murderizing orcs, but apparently many dwarves are fairly suspicious of half-orcs. Not sure about the others.


Well, Kragmyr obviously will get along with dwarves. But he'll be just ducky with anyone who hasn't caused a grudge to be formed. Those with dwarf-like mindsets ("good ale, good food, pragmatism and murderizing orcs") should be able to easily befriend him.

Oddly enough, he'd probably be more than happy to party with a bard. As they could swap tales. Plus think of the party bonuses of bard songs with inspired rage.

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