GM Fuzzfoot's AP: Giantslayer

Game Master PJP

Map of Trunau | Tactical Maps - Book 3 | Tactical Maps - Books 1 & 2 | Notes and Exhibits | Party Treasure


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Arwyn gets along with anyone who holds the defense of his homeland important. He doesn't even have a problem with magic, though he doesn't understand it. He just realizes that some people kill the orcs with a sword, some use their brains. In that way, he kind of respects them more because of it. Killing an orc with a brain is really difficult.

He has, however, inherited some of his mother's serious focus on doing the job, so he probably would chafe (but not cause problems for) people who are silly or lackadaisical.


It's really fun reading the character ideas that everyone has come up with :)


As for Anabella, she grew up an oddity of humans among siblings of different ethics and race. So she is usually acceptive of any race besides a full-blooded Orc. She does follow the usual Trunau outlook, which is that you're welcome as long as you're willing to pull your weight and unwilling to ally with Orcs.


Grod is wary of people's suspicion of half-orcs, but always glad to find folks who aren't prejudiced. His background is that he fell in (unrequited) love with one of Halgra's daughters. The family liked him alright and didn't mind having him around, he was just stuck in the friendzone, but nevertheless followed them back to Trunau. So there could be fun conversations with other children of Halgra's, maybe. Or if the daughter in question is also in the party. That could be fun.


Zavier is a good natured dude. He likes referring to himself though while he looks for true challenges to test himself against. This might be irritating to some.


Bjorn is down to party with just about anyone, provided there's ale to drink and songs to sing. He doesn't care much for evil folks, but really who does?


@Ouachitonian: Possible match with Anabella. Would be hilarious to rp out, especially since that matches Anabella's fey nature.


Ready to adventure with most anyone


I'm going to submit Thuradin Drackenforge, a Dwarven Warpriest of Torag, for consideration.


I keep neglecting to post this because I haven't had time to finish my backstory, but I figured I would at least post the crunch and will get you the story later.

Mouser Lowhill
Male Halfling Swashbuckler 1 (Mouser)
CG Small Humanoid (Halfling)
Init +4; Senses Perception +6
Languages Common, Halfling
________________________________________________________________________
DEFENSE
________________________________________________________________________
AC 18, touch 15, flat-footed 14
    (+4 Dex, +3 armor, +1 size)
hp 13 (1d10, +2 Con, +1 favored*)
Fort +3, Ref +7, Will +1 (+3 vs. fear)
Defensive Abilities Fearless, Halfling Luck, Shadowhunter (+2 vs. saves to remove negative levels, recover physical ability damage)
________________________________________________________________________
OFFENSE
________________________________________________________________________
Speed 30 ft. (6 squares, Fleet of Foot)
Melee Rapier +6 (1d4/18-20)
Ranged Sling +6 (1d3)
Base Atk +1; CMB +0; CMD 13
Special Attacks Panache (3), Deeds (Derring-do, Dodging Panache, Underfoot Assault), Shadowhunter (deal 50% damage to incorporeal creatures)
________________________________________________________________________
STATISTICS
________________________________________________________________________
Abilities STR 10, DEX 19, CON 14, INT 10, WIS 10, CHA 16
Feats Weapon Finesse*, Dirty Fighting
Traits Scrambling Servant, Campaign Trait
Skills Acrobatics +7, Appraise +0, Bluff +3, Climb +4, Diplomacy +3, Escape Artist +3, Fly +3, Intimidate +3, Perception +6, Ride +3, Sleight of Hand +3, Stealth +11, Swim -1, Armor Check Penalty -1
SQ
Combat Gear acid flask (x3), caltrops Other Gear rapier, sap, dagger (x2), sling, bullets (10), studded leather armor, MW backpack, bandolier, bedroll, bell, candle, chalk (1 piece), earplugs, fishhook, string, flint and steel, inkpen, parchment (sheet), rations (trail/per day) (x3), rope (silk/50 ft.), sewing needle, MW thieves' tools, tindertwig, signal whistle, bandolier, belt pouch, sack, waterskin, spring-loaded wrist sheath (daggers, x2), 4 gp


I forgot to mention: as far as advancement goes, Mortoth is likely to stay pure investigator; the only possible multiclass I can see would be to some variety of barbarian, but I don't think it's probable, and certainly not before 6th level.


GM Fuzzfoot wrote:

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!

Do you mind if I change mine? I had a character just miss out on a Runelords recruitment who I think would work even better here than the one I had submitted.


I'm going to withdraw my application. Got picked up in another game. Thanks for your time and best of luck to everyone!


Finaly updates to Somer are done. Expanded his history a bit.


Here is my submission - Lubella Heathertoes: a Halfling Dawnflower Dervish Bard.

Note that while is says "Bard" on her character sheet, she is not a support character. She is a melee frontliner with some emergency healing, as well as good stealth and social skills. She is most definitely Not Fragile.


Ok, here is my submission: a grippli lad named Blilblip and his best pal, a giant sloth.

Blilblip:
BLILBLIP
male grippli hunter 1 (roof runner)
neutral good small humanoid (grippli)

Init +6; Senses darkvision; Perception +8

DEFENSE
AC
18, touch 15, flat-footed 14 (+3 armor, +4 dex, +1 size)
HP 11 (1d8 +2 Con +1 FC)
Fort +4, Ref +6, Will +4
Special Defenses

OFFENSE
Speed
30 ft, climb 20 ft
Melee rapier +5 (1d6, 18-20/x2, P)
Ranged shortbow +5 (1d6, x3, 60' range, P) or net +5 vs. touch (entangle, 10' range)
Special Attacks

STATISTICS
Str
10 (+0), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 7 (-2)
BAB +0, CMB -1, CMD 13

Feats
Weapon Finesse:
You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Traits
Vexing Defender:
You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Skills 6 skill points/level +1 /level (Int) +2 background = 9
Acrobatics +8 (+12 vs AoO if larger), Climb +11, Handle Animal +2 (+6 vs Jerb), Knowledge (dungeoneering, geography, nature) +5, Perception +8, Stealth +11, Survival +8
AC Penalty -1

Languages
Common, Grippli, Draconic

Racial Abilities
Size:
Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.
Glider: Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.
Weapon Familiarity: Gripplis are proficient with nets.
Darkvision: Gripplis can see perfectly in the dark up to 60 feet.

SQ
Weapon and Armor Proficiency:
A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). see Skilled below
Skilled: A roof runner adds Acrobatics, Escape Artist, and Sleight of Hand to her list of class skills. This alters the hunter's class skills and replaces the hunter's proficiency with medium armor and shields.
Spell Casting: A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier. A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below. Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score. Unlike druids and rangers, a hunter's selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table: Hunter Spells Known are fixed. In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them. Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Chaotic, Evil, Good, and Lawful Spells: A hunter can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.
Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action. If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training: A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy: A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier 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 hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Spells
Caster Level:
1 Concentration: +4

1 (2/day): mudball, thunderstomp
0 (at will): detect magic, guidance, light, mending

GEAR
Combat Gear

studded leather, rapier, net, shortbow, 20 common arrows, 20 blunt arrows, 2 flasks acid

Other Gear
explorer's outfit, monk's kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 24 gp

FLUFF
Description

Blilblip appears no different than most forest gripplis- big eyes and sticky pads on his hands and feet. Red and green coloration with blue highlights. He wears studded leather armor and carries a weathered rapier. Blilblip travels with a sloth-like creature with sharp claws whom he calls Jerb.

Personality
Blilblip is a happy-go-lucky sort, eager and curious about the world. At least, he usually is. Currently he is a bit more morose because of a recent jilting.

History
Blilblip was born into a treetop village near Kaer Maga in Varisia. The village specialized in gathering fruits and nuts from the trees in their vicinity and selling them in the city. Blilblip often held both of those duties as an able-bodied young adult.

One day while dashing around the canopy, Blilblip happened upon a young sloth which had evidently been abandoned by its mother. Taking pity on the creature, Blilblip raised it with care, surprised to see it growing to rather giant proportions. The two had a marvelous time playing and chasing each other through the treetops.

Blilblip was extremely fond of a young female in his village and courted her eagerly. However, she recently broke his heart by marrying Blilblip's bitter rival, the son the of the village elder.

Disheartened, Blilblip nevertheless took his customary journey to Kaer Maga the following day. A kindly caravanserai struck up a conversation with the young frog and, upon learning about his pitiful situation, offered the lad a job helping maintain the animals in the caravan. He was reluctant to allow Jerb to accompany Blilblip but eventually relented when he say how deep the attachment was between them.

The journey through the mountains was harsh and Blilblip was excited to once again be in a friendly city. Unfortunately the fates have more trouble in store, depositing the caravan in Trunau at just the wrong time.

Age 15

Jerb:
JERB
chalicotherium
neutral medium animal

Init +3; Senses low-light vision, scent; Perception +1

DEFENSE
AC
18, touch 14, flat-footed 14 (+4 natural, +3 dex, +1 dodge)
HP 11 (2d8 +2 Con)
Fort +4, Ref +6, Will +1
Special Defenses

OFFENSE
Speed
30 ft, climb 30 ft
Melee 2 claws +2 (1d4+1)
Special Attacks

STATISTICS
Str
12 (+1), Dex 14 (+2), Con 13 (+1), Int 2 (-4), Wis 13 (+1), Cha 3 (-4)
BAB +1, CMB +2, CMD 15

Feats
Dodge:
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Skills
Acrobatics +6, Climb +5

Tricks
Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come: The animal comes to you, even if it normally would not do so.
Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Flank: You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Heel: The animal follows you closely, even to places where it normally wouldn’t go.
Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

SQ
Link:
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Animal Focus: tiger (+2 dex)


I am prepared to assist Trunau, should it come under assault, as it my faithful companion Vestamar.


Submitting Asha Cargyll, half-elf hunter and ready to hunt some orc.

Statblock:
Asha Cargyll
Female half-elf hunter 1
NG Medium humanoid (elf, human)
Size 6'3"; 165 lb.; Age 22
Init +2; Senses low-light vision; Perception +12
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
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OFFENSE
--------------------
Speed 30 ft.
Melee falchion +3 (2d4+4/18-20) or hopeknife +4 (1d4+3/19-20)
Ranged javelin +2 (1d6+3)
Hunter Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, lead blades, summon nature's ally I
0 (at will)—detect magic, know direction, purify food and drink (DC 13), spark (DC 13)
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STATISTICS
--------------------
Str 16, Dex 14, Con 12, Int 13, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Combat Expertise, Skill Focus (Perception)
Traits orphaned, trunau native
Skills Climb +6, Handle Animal +4, Knowledge (geography) +5, Knowledge (nature) +5, Perception +12, Ride +5, Stealth +5, Survival +8, Swim +6; Racial Modifiers +2 Perception
Languages Common, Elven, Orc
SQ animal companion (wolf named Geri), animal focus (1 minutes/day), elf blood, nature training, wild empathy
Other Gear studded leather, falchion, hopeknife, javelin (4), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Erastil
Wealth 31 gp
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SPECIAL ABILITIES
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Animal Companion (animal companion (wolf named Geri)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su)At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action. If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day. At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion’s previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect. If the hunter’s animal companion is dead and the hunter has applied the companion’s animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion’s aspects to herself, not both.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Orphaned Asha grew up separated from her birth parents, and had to learn to watch out for herself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Trunau Native Asha was born and raised in the town of Trunau, one of the few human settlements in the orc-dominated Hold of Belkzen. Orc attacks are an ever-present threat, and like all Trunauans, she has made the Standing Vow: to hold Trunau against all attackers, orc or otherwise, to stand her ground, and to live free or die trying. Upon coming of age, she was given a hopeknife - a small, sheathed dagger, usually worn on a chain under her clothes - and taught how to use it to take her own life to avoid capture by orcs, or to grant the mercy of a quick death to the wounded. As a native, she has served in Trunau's militia, and fought alongside Patrol Captains Kurst and Rodrik Grath. She begins play with a hopeknife (a masterwork dagger), and her tenacity in the face of adversity grants her a +1 trait bonus on Will saves.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------

Background:
Background: The day her mother died is one that Asha will never forget, even though she was only a small child. It was an orc raiding party, early in the morning, which is quite atypical for orcs, as they are well aware their ability to see in the dark offers them a distinct advantage at night. Asha's mother was working outside Trunau's palisade's, while Asha was playing in the fields with some of the other young children. Within moments, the scene devolved into chaos, as orcs emerged from everywhere, and the air was rife with the smell of blood and death. The young girl could only watch in horror as her mother was cut down by a large orc. Asha would have probably died then and there, since the orcs care nothing for the innocence of youth, if it wasn't for the pack of ferocious wolves that intervened, chasing off the orc. The wolves retreated back into the forest as quickly as they came when Trunau's militia arrived, and everyone retreated behind the safety of the walls.

Asha relayed the story of the wolf pack saving her life, which was largely met with disbelief from the rest of the townsfolk. When they burned the bodies of the fallen that night, Asha was there, staring into the flames. When a young wolf appeared, padding slowly towards the gates, the guards were about to fire upon the creature when the old elf Silvermane halted them. He escorted the wolf into the town, who walked straight to the large bonfire, and laid down next to Asha.

When morning came, Asha and the wolf still sat by the embers of the fire. As she stood up and kicked at the ashes, she found a large blade, the same one that the orc had used to strike down her mother. She recovered it, in the hopes of crossing paths with that orc again. The wolf she named Geri, and they have been inseparable since then.

Nowadays, Asha has proven herself quite capable at hunting and trapping, and even though she spends a lot of time out in the wilds, she still keeps residence inside Trunau's walls.

Physical description: Asha has the obvious pointed ears that betray her partly elven blood, but her face has the plain bonestructure of her mother's human ancestry. Her hair is a deep burgundy, which she usually keeps in check by a bandana. Her eyes are sharp flecks of emerald-green, and a single nose ring is the only sign of vanity she wears. She dresses in dark, natural-colored leathers, and has a large, curved sword across her back, the blade of which is a dull black, as if permanently stained by soot.


Animal companion:
Geri
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 17 (2d8+4)
Fort +5, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Speed 50 ft.
Melee bite +3 (1d6+3 plus trip)
--------------------
STATISTICS
--------------------
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Power Attack
Tricks Attack, Come, Defend, Down, Hunt, Stay, Track
Skills Acrobatics +6 (+14 to jump), Perception +5, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ animal focus, attack, come, defend, down, hunt, stay, track
--------------------
SPECIAL ABILITIES
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.


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I felt like someone needed to bring order into this mess, so here's a list of completed applications with both crunch and fluff, from what I can tell. I realize the categories are somewhat imprecise:

Full Caster:
Tamxander Gnelfarrow, Male Gnome Wizard (Illusionist)
Prof. Blackspire Thundergloom, Male Gnome Wizard (Diviner)
Little Ben, Male Human Goliath Druid
Dain Bramage, Male Dwarf Cleric of Torag
Illya Nym, Female Half-Elf Lunar Oracle
Derrik Nular, Male Human Cleric of Milani
Cade, Human (Taldan) Cleric of Iomedae
Shivarra, Female Half-Orc Witch
Thozar Earthchanter, Male Dwarf Menhir Savant Druid

Full BAB
Tuva Halgra, Female Half-Orc (Ulfen) Barbarian (Invulnerable Rager)
Varrish Windson, Male Half-Orc Ranger (Trapper/Infiltrator/Falconer)
Rydell Ellinndor, Male Half-Elf Ranger
Zavier Vitoly, Male Human Brawler (Beast Wrestler)
Haarold, Mountain Dwarf Fighter
Ulark Twiceforged, Male Dwarf Paladin of Angradd
Yverstrix Halfbloodsson, Male Half-Orc (Ulfen) Barbarian (Hateful Rager)
Bjorn the Bold, Male Human (Ulfen) Brawler (Ulfen Beast Wrestler)
Grod the Cunning, Male Half-Orc Mad Dog Barbarian
Arwyn of the Blackened Blades, Male Human (Kellid) Unchained Barbarian
Anabella Fey, Female Human (Fey) Ranger (Infiltrator)
Gundar Forgelight, Male Dwarf Ranger

Other:
Somer Hiondu, Male Elf Magus
Szacha the Fiddler, Male Human (Varisian) Skald
Mortoth Spellborn, Male Half-Orc Investigator (Empiricist)
Kragmyr Grudgekeeper, Male Dwarf Skald
Torith Torson, Male Dwarf Geokineticist
Malthu the Redeemed, Male Half-Orc Inquisitor (Sanctified Slayer)
Thuradin Drackenforge, Male Dwarf Warpriest (Forgepriest) of Torag
Lubella Heathertoes, Female Halfling Bard (Dawnflower Dervish)
Blilbip, Male Grippli Hunter (Roof Runner)
Nakan Shriikirri-Quah, Male Human Shaman
Asha Caryll, Female Half-Elf Hunter

If you didn't make this list, I promise it was inadvertent.

Liberty's Edge

Dr Samuel Ballard should also be in this list, in the 'Other' category as it stands.

He is an Archivist bard focussed on knowledge, buffing and some secondary ranged support.


Just submitting Seron here as an unchained summoner. Background and Crunch included in the alias.


Malthu the Redeemed wrote:

I felt like someone needed to bring order into this mess, so here's a list of completed applications with both crunch and fluff, from what I can tell. I realize the categories are somewhat imprecise:

I have a spreadsheet :) but this is good to check my record against. I do have at least a few that are not on your list (you seem to have overlooked some halflings!)

We have had a lot of very good applicants for very few spots, so I will say the selection process has been tougher than I expected. Since I originally said the 25th, I will wait 1 more day for any last submissions, but I am circling in on a final list. I will PM those selected with links for reporting in. If you were not one of the ones selected, please don't take it as a rejection for anything specific - there were just a ton of good applicants and just not enough spots. Some very good characters won't be selected simply because they didn't fit in with what I am looking for this time.

I really want to thank everyone for the work they put in on these, and I hope everyone finds a spot in the future.


GM Fuzzfoot wrote:
Malthu the Redeemed wrote:

I felt like someone needed to bring order into this mess, so here's a list of completed applications with both crunch and fluff, from what I can tell. I realize the categories are somewhat imprecise:

I have a spreadsheet :) but this is good to check my record against. I do have at least a few that are not on your list (you seem to have overlooked some halflings!)

That's easy to do.


GM Fuzzfoot wrote:
Some very good characters won't be selected simply because they didn't fit in with what I am looking for this time.

I can't believe it hasn't occured to me to ask earlier, but what are you actually looking for in terms of party dynamics and demeanor? Or has not mentioning that been on purpose so that people default to what they feel like playing most at the moment (like my predilection for weirdo/misfit chars)?

Liberty's Edge

Tavarokk wrote:
GM Fuzzfoot wrote:
Some very good characters won't be selected simply because they didn't fit in with what I am looking for this time.
I can't believe it hasn't occured to me to ask earlier, but what are you actually looking for in terms of party dynamics and demeanor? Or has not mentioning that been on purpose so that people default to what they feel like playing most at the moment (like my predilection for weirdo/misfit chars)?

That occurs to me too. My own submission for example I don't think would fit well in a very serious, all-dwarf giant hunting party.

But having said that I can totally see the appeal of that kind of game.


Rydell is more of a serious character. Half his character is around his confliction on the "hope knife". I imagine he'd fit in surprisingly well in a dwarf party, save for being half pansy-pixie.

On that note though, he likely wouldn't fit in extremely well in a more comedy game or such.

on that note, surprisingly, I almost submitted an idea for a dwarven druid with a battle Ram(or boar) animal companion for this haha.


I really like your way of categorizing Malthu. Avoids the ambiguity of trying to decide what 'role' each character fits into.


Rydell Ellinndor wrote:

Rydell is more of a serious character. Half his character is around his confliction on the "hope knife". I imagine he'd fit in surprisingly well in a dwarf party, save for being half pansy-pixie.

Professor Blackspire Thundergloom, though seeming a bit silly (he is a gnome), has a serious side that likewise influences his perspective on the hopeknife. In his case, it's that gnomes were essentially immortal in the First World, and the loss of that immortality is a source of great grief. He seeks a way to defeat death itself, and despises the hopeknife tradition. I don't think he'd lecture the townsfolk on it, but if he happens to rescue anybody from captivity he will note that where there is life, there is hope.


I'd say roll up the character you want to play, not the character you think the GM wants you to play. These campaigns go for months to years. So you have to really be invested in your character.


Lubella is serious most of the time, but she does have a "Hold my wine and watch this!" side that can come out under the influence of alcohol.


I agree that one should simply roll with the character they want to play. My idea for Anabella was simply that. She's pretty serious minded being raised under her adopted mother and in the town of Trunau in general, but her fey nature still makes her have random moments of playful, childish behavior. When it comes to orcs or Trunau's safety, though, she is always deadly serious, literally.


But the question remains: What kind of game GM Fuzzfoot is thinking on?
I hope he likes Tuva for it.


Well, yeah, obviously one should play what they like, but they might like multiple concepts - get undecided over picking one even.

Also, sticking to serious - lighthearted axis is kind one-dimensional (I'm not sorry). I was thinking more along the lines of describing party mood in a couple broad strokes: righteous, patriotic, profiteering, vengeful, adventurous, reckless, professional, ambitious, that kind of thing.

For example, Shivarra would struggle to get along with a righteous or adventurous party, while profiteering and vengeful (and to a slightly lesser extent, ambitious and professional) would allow to bond over common goals almost immediately, and so on.


Regardless, best luck to everyone!


Kragmyr Grudgekeeper wrote:
I'd say roll up the character you want to play, not the character you think the GM wants you to play. These campaigns go for months to years. So you have to really be invested in your character.

This.

To be honest, I wasn't too sure what I was looking for at the beginning. This is the first time I have recruited for a long term game, but having been on the other side of this endeavor a few times (some selected, some not, some failed, some still going), I was primarily looking for:

1. A character that you clearly wanted to play
2. A group that I thought would mesh well, have fun, and have decent skill/capability coverage (which even this is open to some interpretation)
3. A group that I thought would be fun to watch battle through an "Against the Giants" sort of romp.
4. Players that show some stamina and longevity

What I have found is if I go with a "dwarven brigade", it would include different characters than a "band of misfits" or a "classic adventurer" group. I have to admit - I see many permutations and like a lot of them! But I only have so much bandwidth, so I have to whittle it down. This is also why I only wanted 1 character a piece - there are already so many choices!

I tried not not to eliminate anyone just due to a small issue here or there, as those can be changed. But I don't want people tweaking in an unnatural way to try and make the cut - I would rather you hold your character for the right campaign.

I will refrain from any other specifics about my tastes for now, because I don't want people scrambling to change things based on anything I might say. But next time, I will definitely elaborate as Tavarokk suggests, because I do think people enjoy playing quite a variety of characters.

Grand Lodge

Derrik is not an overly Hard man but he grew up with veterans all around him, he knew of the Orcs and their carnage and how they could and did do things.

He took up with Milani because he wanted to be able to securely defend those whom were in his charge. He doesn't smile often but doesn't give ground until everyone is by.


GM Fuzzfoot

Thank you for the bullet points on process. I have not been on the message boards long and have wished more perople recruiting would be specific like that. At some point I am going to Gm something on here so the process people use is important.

Thank


Looking at it from the GM's perspective, the thing that kills any game, whether tabletop or PbP, is a lack of enthusiasm in what's going on. If you make a character you just think might get picked, but that you don't really care about, I guarantee that the whole game will suffer - and you won't make it the distance.

Better to not get picked than to be chosen and then decide you don't care, depriving someone else of the chance to play the character they love.


I agree with mortoth, it's better to submit a character you are invested in rather than one based around hitting the criteria. At some point a GM is bound to fancy that character. Just be persistent.

Liberty's Edge

That's cool Fuzzfoot.

Dr Sam is charmingly befuddled, I wouldn't change that to make him some kind of Lara Croft-esque badass archaeologist, regardless of the eventual party make up.

He is smart in a bookish way, adventurous but naive. Loyal and determined but flighty and absent-minded.

He can recall the details of royal houses of the Osirion Pharos dating back a thousand years while still mistaking things like the date, people's names and important appointments.

But still, he is terribly apologetic when such omissions are pointed out :)


Hmm, bar's fillin' up nice. Ulark says (as much to himself as anyone) as he taks a sip from his drink. Wonder what's the occasion?

Ulark is now fully updated, backstory a bit more fleshed out in the profile.


Recruitment ending in one day. Look forward to seeing what this party shapes out to be like.


Good luck everyone!


Tuva Halgra wrote:
Good luck everyone!

Hear hear! (Here here? I can never remember...)


Is anyone else getting problems accessing the entire messageboards? When I try, I just get booted to the main Paizo page.


Yes. I had the same problem. I had to jump through hoops to get back to this thread.


I could only get in through my profile and clicking on my previous post. Individual threads can be accessed, but not the directories.

Edit: 'Online Campaigns' is OK, but the subforums are not.


Ulark Twiceforged wrote:
Hmm, bar's fillin' up nice. Ulark says (as much to himself as anyone) as he taks a sip from his drink. Wonder what's the occasion?

"Ha! Any occasion's a good occasion for drinking in my book! By the looks of it some giant hunting may be afoot. Let's hope we get out into the fray," Bjorn replies, lifting his tankard in a half toast.

Good luck to everyone! The GM's gonna have some really tough picks to make. And I believe it's hear, hear!


Yeah, that is... quite a few submissions.

"I can drink any time. It's orc killin' that needs doing right now," says Gundar. "Though I suppose while we wait..."

Gundar drains his tankard and signals for another.


Har, Zavier will wrestle bears if Zavier doesn't find giants!

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