Giantslayer

Game Master Haldhin

A PBP of the Giantslayer AP


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Grok restrains Skreed, allowing Racket to do the questioning.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

"You guys gonna waterboard him with swamp water? That's gross."


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Zavier not happy with city being attacked. And doing funny things with waters and you searching for things Zavier does not know. You don't want to keep Zavier Not Happy! Tell!

Zavier flexes into Initmidating Prowess
Intimidate: 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21

Current Status
9/31 HP
2/4 Flex
Intimidating Prowess Flex Active


Male Half-Orc Oracle 3 |HP 19/22|AC:15/15FF/10T|Init+4|Fort:+2/Ref:+2/Will:+6|Perception:+6

Katrezra uses the last of his power to heal Zavier, hoping that the danger has passed. I am sorry I was not able to get to you quicker, Zavier. This damnable leg...

Cure Light Wounds: 1d8 + 3 ⇒ (2) + 3 = 5


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Is good Katrezra. I should get some cords and strap you to my back and carry you around like Grok does for Big Racket. Hah!


I don't think I gave you the room description, so here it is:
Ledges and stairs are carved into the stone walls of this wide-open, high-ceilinged natural cavern. Embedded in a fifteen-foot-tall spire of centuries-old bones stands the skeleton of a massive armored warrior. Though its flesh has long since rotted off its frame, the skeleton still stands proud and regal amid the trappings of battle and mounds of gleaming treasure. The skeleton’s battered halfplate and scarred helmet hint at its many battles, and the warlord’s hands are clenched around a massive stone hammer. Beneath the helmet, a thick, round rock has been embedded in one of the skeleton’s otherwise empty eye sockets.

-----
Note found on Skreed:
Get me Uskroth's hammer and rock. I want everything else too, but I have to have the hammer and the rock. I think it looks like the one I already have and showed you. I have to have both rocks to know the way to the giantkiller's tomb, so make sure you get the right one. Bring everything back to the fort.

-Grenseldek, Glorious Queen of the Twisted Hearts
-----

Skreed watches you with sullen disgust. But Racket's mention of swamp water, and Zavier's forceful interrogation cause a slow change to creep across his face. His shoulders slump and he lets out a low breath before speaking.

"I might as well tell you. I'm working for a giant chieftan, calls herself a queen. She sent me down here to gather the treasure from this tomb and bring it back to her."

He nods toward the giant skeleton standing in the center of the room.

"See that bloke? That was Uskroth, something of a legend among the giants. Led a band of orcs and giants called the Twisted Hearts. Well, another giant has decided to create another Twisted Hearts tribe, and she wants this treasure to help get more orcs, ogres, giants, and whoever else she can bribe."

"The hammer is up there." he says gesturing toward the skeleton again.

"I was looking for the rock, some kind of geode or something. That's what she had at the fort."

I'm compiling treasure for you and will post details in the OOC thread. One unusual item you noticed was a locket around Skreed's neck. It has a lock of brown hair inside.

DM:

1d20 ⇒ 7


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Racket sneers at Katreza's jovial nature about his size, but says nothing.

"A queen, you say? And who is this queen? Is she an orc as well?"

Racket checks around for traps, then climbs up the skeleton and strips it of all valuables, quickly and efficiently.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
climb: 1d20 + 7 ⇒ (8) + 7 = 15


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Rock? Like the one in his eye? Why are you searching for it on ground? Zavier says confused. Is right there. Look! Eye!


Male Half-Orc Oracle 3 |HP 19/22|AC:15/15FF/10T|Init+4|Fort:+2/Ref:+2/Will:+6|Perception:+6

Why is this... "Queen" trying to gather these creatures? Katrezra asks, more than a little shaken at the implication of what was just revealed by the half-orc.


"The queen is called Grenseldek. She is an unusually smart and vicious hill giant from the mountains to the north. And why do you think she gathers the tribe? She wants to use them to conquer more land, enslave those not of her tribe, and gather more monsters to her side."

Hearing Zavier's question, Skreed's face betrays his thoughts - he stares upward as Racket pulls the stone from the skeleton's eye socket. The dark husk of the stone turns over in Racket's hands to reveal an intricate geode of violet and emerald crystals. Skreed slowly shakes his head, a small rueful smile breaks on his face as he closes his eyes.

Knowledge (geography, local) DC 20:
The crystals appear to be an exact topographical map of the Mindspin Mountains.

Racket, other other then generic treasure, you notice the hammer and the armor are both in excellent condition. They must be special to have survived inside this musty tomb without any evidence of rust or deterioration.


Grok looks around to the rest of the group, checking to see if they are satisfied with the results of the interrogation.

"What do we do with him now? We can't let him free to wreak more havoc."

Sorry for the delay, I've been lurking but not too able to post


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Zavier thinks we should take hammer and rock and then take them all back to people in town. Then we should go find this giant lady. Zavier doesn't care what happens to this one. Zavier has already beaten him! Hah!


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

"He's useless. I say put him out of his misery. What do you think, orc? Do you want to live in defeat, or be finished off?" Racket sneers at him a bit. You can tell that Racket has long ago decided that orcs of wild tribes such as these are not worth keeping around.


Grok waits for the orc, and Katrezra's, replies before acting.


He's actually a half-orc

Skreed gives a hollow laugh, "What does it matter now? I'll either die now, or die later. But my death won't stop what's coming. You'll have more orcs. And more giants. Trunau will burn, and everyone inside its walls will have their heads smashed open and their limbs torn off. Unless..."

He looks around at all of you, "Grenseldek is mad, but it won't take her long to learn of my failure. Next time, she won't try to use subtlety, she'll just raise the tribe and send it's full force against Trunau. The city will be razed to the ground, and the people... the lucky ones will become slaves. And if I somehow survive long enough to see that..." he shudders involuntarily.

"I've seen what she does to those who displease her. Being eaten alive does not seem like a pleasant experience." he shakes his head.

"So how about this? You let me live, take me prisoner or whatever you want to call it. I'll lead you to the abandoned fort where her tribe is based - I know a way in, a secret way I discovered. Kept it to myself in case I needed to get out in a hurry. But I'll show you, take you there myself. I'll get you close enough that you can take her out. If she dies, her tribe will tear itself apart, and Trunau is safe for another generation. But mark my words, Grenseldek's death is the only way to prevent Trunau's destruction."

"What do you say?


"I SEE NO THREAT IN THIS."

Grok then looks around to the others for agreement. Still holding the half orc tightly.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Sound good to Zavier. Maybe rest a bit before we head out? the big human yawns Is been long day.


Male Half-Orc Oracle 3 |HP 19/22|AC:15/15FF/10T|Init+4|Fort:+2/Ref:+2/Will:+6|Perception:+6

Much as I am loathe to let this fiend live on... Katrezra mumbles to himself, unsure of what he would have done anyway, given the choice. We need to set up a watch on him if we are going to rest, make sure he doesn't run off and tell his infernal mistress.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

"Fine. But when he betrays us, it's on you dummies." Racket grumbles.


After Skreed's surrender, the days blur together in a chaotic blend of meetings, feasts, and celebrations. The feasts and celebrations are all held in your honor - at each one, tales are told of your heroism and willingness to put the welfare of Trunau and its people ahead of your own.

The meetings, however, are another story. Many of them are more akin to formal debriefings where guards go through notes and information with you, trying to tie up loose ends, or discover new connections.

What you do know is this:
The orc shaman you released kept his word. Soon after the final assault on Trunau (the diversion for Skreed to break into the tomb), more than half of the orcs retreated toward the north. This left the remaining orcs in the midst of an assault against the walls of Trunau without any backup or relief force. The defenders were able to hold the walls, causing the orcs to flee in all directions. The attackers, almost literally, scattered to the winds.

The guards and the council were not happy with the deal between you and Skreed, but they have agreed to honor it.

-----

Three days after you defeated Skreed, you get an invitation to a meeting of the Trunau Council. Upon arrival, you are ushered inside and seated at the far end of a massive table. You recognize many of those seated around you, the leaders of Trunau.

Halgra, the current Mayor of Trunau, rises. "Greetings heroes, please allow me to formally thank you all for the services you have provided to our fair city. I think honesty demands that we note without your efforts, Trunau would most likely be a burnt out ruin, with her citizens either enslaved or dead."

"We have invited you here today to offer our support in your upcoming journey. We understand it is your intent to take the fight to this hill giant queen, and we want to help. To that end, we have commissioned a river barge who can deliver you to the castle in a week. Overland, the same journey would take two or three weeks."

"We have also commissioned an introduction letter. It is to be delivered to a woman in Vigil. She maintains a large inventory of weapons and equipment, and you may be able to find something useful there.

"What do you say, do you accept our offer of assistance?"


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Hah! Zavier should be paying you for such strong challenges. Zavier begins to bore with puny orcs. I will wrestle giants for free!


Grok nods in approval.

"THANK YOU."


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

"Oh goodie, we get to go put our a$$es on the line for all of you against a bunch of giants, and we get.... a barge. Exciting." Racket states, sarcastically as always. Grok likely politely but firmly smacks him for being rude.


Halgra nods in thanks as you all agree to pursue Grenseldek and her tribe, but when Racket speaks, a curious change overcomes her. She actually chuckles while shaking her head. ”No, Racket, we are not fools, and we are not ungrateful to those who saved our town. Silvermane?”

An ancient elf to Halgra’s right stands up from the table. His white hair and beard denote his advanced age, and his eyes are covered by a piece of white cloth. Despite his age, he seems to be in good health, standing straight with broad shoulders, skin tanned from the sun. Showing no signs of blindness, he turns to face your group, and speaks in a slow voice, ”Long ago, I was a member of The Circle of Thorns, a sect of druids who lived in a lush forest north of the River Esk called Greybark Woods. In those days, it was a feral land, full of wildlife and hazardous foliage, but also rich in natural resources such as old timber and rare herbs. It was far enough away from cities that we felt compelled to protect it, hoping it might thrive without outside interference. In time, we were assaulted by a horde of orcs and giants. They were not related to the group that attacked Trunau, but their goal was the same – destruction and subjugation.”

”While we had experience dealing with small groups of marauders, the numbers in this army had us at a disadvantage. As part of our strategy, we created a redoubt where we could safely retreat, heal our wounded, and continue the war against the invaders. We called this place the Den of Thorns. It proved to be a valuable asset in our fight, but its existence was eventually discovered. Several of us were tasked to create a distraction while the rest of the Circle sacrificed themselves to protect the Den and its secrets. The army was defeated, but the Circle was shattered, and those of us who survived drifted away to search for new lands to call home.”

”Since then, the Esk has risen to its current height, flooding most of the forest. The area formerly called Greybark is now known as Ghostlight Marsh. Much of the area is underwater, with small islands breaking up the stagnant marsh. Much of the wildlife has fled, and the resources that once grew there have all but disappeared through centuries of rot and decay. The Circle I knew no longer exists, and the only sentient creatures who live there are those who are unwilling, or unfit, to exist within normal society.”

”But despite those changes, I know the Den of Thorns still exists. When we created it, we placed it outside this plane of existence. It exists somewhere between this world and the next, a realm of perpetual sunlight where plants and animals live in harmony. Somewhere in the swamp, there is a collection of monoliths. In the center of these monoliths is a door that no weather can erode, and that animal or plant can touch. This door leads to many places, but for those who have the key…”

He raises his hand and sets a small silver lantern on the table. ”… the doorway can be opened to the Den of Thorns. You see, the Den was not only our castle, it was the center of our power. While we rested from battle, we also had member creating new weapons we could use against our enemies. Based on what I knew when I left, and what I know today, I believe some of those weapons may still be found within the Den of Thorns. Weapons, I emphasize, designed specifically to kill orcs and giants. Although maps would be useless after so much time, I can place your feet upon the path.”

Halgra speaks up with a wide smile, ”So Racket, you get a barge… and a secret hoard of magical weapons. Sound better?”

Questions for either Halgra or Silvermane?


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Hah. I like all of this. Zavier wishes to start journey now. Get Giant Killer weapons!


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Racket smiles devilishly. "Now, that's more like it! Sounds like my kinda deal!" He uncharacteristically bows to both Halgra and Silvermane, then says "Let's get moving!"


Silvermane nods and gestures to the lamp. "Insert a will-o-wisp into the lantern. The light will show you the way toward the Den of Thorns."

"When you sail up the River Esk, look for a small stone by the shore. The mark of Erastil lies upon it. Head north from that marker nearly a day and you should find the Ring of Stones. The light of the lantern must fall there to reveal the door."

Without much more to discuss, the Council bids you farewell.

-----

The trail north from Trunau is wide and easy to follow. Nearly half a day of riding ends with you at the long cargo docks on the Kestrel River. Moored at the docks is one of the most ungainly vessels you have ever seen – the Chelish Devil. A single mast rises high above banks of oars. The fore- and aftcastles hang precariously over the sides of the ship. You also find it odd that neither of the structures seem to match with the rest of the ship – the wood is different, the construction styles are different, and they appear to be attached simply through a massive quantity of screws and nails.

Despite your misgivings, the captain – Raag Bloodtusk – quickly welcomes you aboard and hustles you into a wide room full of hammocks. A former gladiator, the half-orc is covered in old scars, but it’s clear he still retains much of his vitality and strength. Indeed, the fact that he possesses water rights in Lastwall AND Belkzen speaks to his toughness.

Raag explains that the trip upriver will be relatively easy, taking you all the way to the city of Vigil for a short stop for supplies and trade. After finishing his business there, Raag will take the ship back upstream to Ghostlight Marsh. Once there, he will anchor and wait for a week before pulling out. Based on the distances Silvermane described, a week should be plenty of time to find the Den of Thorns and recover the weapons.

Skreed is placed in shackles and moved to the ship’s brig. He is disappointed to learn that the cell next to his is inhabited by a particularly fragrant girallon. After leaving Skreed in his new lodgings, Raag confides to you that in addition to its naturally offensive odor, the drugs used to keep the girallon docile unfortunately cause it to suffer from unbelievably bad gas.

It takes several days to reach Vigil, and before you know it, the ship is once again on the water headed north toward Ghostlight Marsh. Travel is slow going against the current, but the crew of the Chelish Devil manage to make steady progress toward your destination. Three days after leaving the city, one of the lookouts calls down to Raag – he has spotted the sigil rock that marks your point of entry into the swamp. Raag brings the barge close to shore and orders his crew to anchor her in for an extended stay. He promises to watch after Skreed while you’re gone, then reminds you to say a prayer to Gorum should you find yourself in battle.

Learning more about Ghostlight Marsh
Knowledge (local, geography, nature):

DC 10::
Ghostlight Marsh is a vast tract of swampland along the shores of the River Esk. The current border between the Hold of Belkzen and Lastwall runs through the swamp. Both orcs and humans avoid the marsh due to countless tales of strange, floating lights.

DC 15::
Lastwall’s northern border with Belkzen has been pushed back multiple times over the centuries. When the second of these borders, Harchist’s Blockade, was overrun by the orcs, some stood resolute, seeing themselves as protectors of the land. The Council of Thorns, a militant druid circle who despised the orcs’ defilement of the land the creatures conquered, attempted to stand their ground.

DC 20::
The will-o’-wisps of Ghostlight Marsh are actually the reincarnated druids of the Council of Thorns, who still remember their former lives.

Let me know how you want to proceed.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Kn.local: 1d20 + 6 ⇒ (18) + 6 = 24

Racket knows all there is to know about Ghostlight Marsh, and quickly explains all of it to his friends. Feel free to open all three spoilers.

"The floating lights are will-o-wisps, which I've heard are thought to be ghosts of the old Council of Thorns. I don't buy that... will-o-wisps are just little glowy gas creatures. But you can stab 'em just fine."


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Either way, as long as they lead to many magical weapons, they are fine by Zavier! Come little balls. Lead the way to much orc and giant killing!


As you move north from the riverbank marker, Ghostlight Marsh reveals itself to be comprised of slow-moving streams, pools of stagnant water, and scattered hummocks of mud and waterlogged reeds. On average, the water is 4 feet deep with a thick mud covering the bottom that tugs at your boots as you wade through.

On a slightly higher hill about 50 feet ahead of you, a small fire comes into view. A small creature hunches over the fire, rapidly rocking back and forth.

Perception DC 20:
The creature appears to be a dwarf.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Percep: 1d20 + 8 ⇒ (17) + 8 = 25 "Dwarf up there, looks to be rocking back and forth. Might be crazy." Racket says, matter-of-factly.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Then let us go talk! HO DWARF!


The dwarf spins around, searching for the noise. She rises, but crouches, and kind of shuffles towards you carrying a silver war axe. Her hair is matted and tangled, and her clothes are filthy. It also appears that she has not bathed in at least a week, possibly longer.

In a hoarse voice, she calls out while gesturing with the axe, "Umlo?! Is that you? Is that you, Umlo? Who are these people with you? Did you come find me? Where's the witch? Come out, Umlo, let me see you!!"

Sense Motive DC 15:
The dwarf is definitely suffering from some kind of mental impairment.

Sense Motive DC 25:
Whatever is affecting her is definitely magical in nature, this is not a natural affliction.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Sm: 1d20 + 5 ⇒ (4) + 5 = 9


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Sense motive: 1d20 - 1 ⇒ (12) - 1 = 11 Racket has no idea what she's talking about. "I think we should take her down..." he whispers to Grok.


Male Half-Orc Oracle 3 |HP 19/22|AC:15/15FF/10T|Init+4|Fort:+2/Ref:+2/Will:+6|Perception:+6

If possible, I think we should attempt to subdue her rather than kill her. We don't know what she may mean to the druids, and I would rather not kill someone he appears to be so... odd, Katrezra mumbles to Racket as Racket whispers to Grok.

Sense Motive: 1d20 + 2 ⇒ (2) + 2 = 4


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Subdue? Hah this is something Zavier does!

Zavier moves ahead a little and readies an act to grapple.

Grapple: 1d20 + 11 ⇒ (15) + 11 = 26


As the half-mad dwarf approaches, Zavier leaps forward and gets her into a restraining hold. The stench is nearly enough to overwhelm everyone within 20 feet of her, and it's clear she has not bothered to provide even the most basic care for herself.

She begin screaming maniacally, spitting and cursing at Katrezra, cursing all orc-kind to the Abyss for crimes against her family.

Despite her best efforts, she is unable to break free of Zavier's grapple.

She has a hand axe sheathed against the small of her back, and a small pouch. Since she is grappled, these items may be taken from her and examined if desired.

DM:

1d20 ⇒ 3
1d20 ⇒ 13
1d20 ⇒ 15


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Racket mumbles something like "Subdue, shmubdue, I wanna stab something..." but then grabs the items from her and looks them over.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Maintain Grapple and pin: 1d20 + 11 + 5 ⇒ (13) + 11 + 5 = 29

After the mad dwarf is restrained Zavier tries to pin and restrain her.

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Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Discussion here!


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Dotting in! Thanks for running for us rknop, I'm very excited to play! Hopefully we won't have too much trouble with no arcane caster in the group, but perhaps we can recruit ourselves an NPC helper to do all the magic-ing. :-D

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Always possible. And, an alchemist can sort of fill in in a pinch. At least the alchemist knows all about the arcane!


Encounter Map

That was super quick....

No Arcane caster....? Who was the 4th?


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Azih (Zavier)

True, but I am only planning to take 2 levels of Alchy and then go Rogue (Vexing Dodger) so I probably won't be useful as a mage for long. :-P


Encounter Map

I just saw...a brawler????

I'm kinda confused by that choice really...


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Who wouldn't want to wrestle giants?? LOL

It's less about the characters are more about the players anyway. We'll figure out any necessary party dynamics and such. :)

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Yeah, I agree. Balanced parties are nice, but players that play well together are more fun. Play what you want, and you'll find ways to make it work out.

I spent years starting as a kid and going on through college running an occasional one-on-one with a good friend. There were three characters: a fighter, a paladin, and a magic-user. (We're talking 1st edition AD&D here, so "magic-user" was the term.) This is not a very balanced party, but they got very good at knowing just what healing they had available to them....


Encounter Map

you guys did 20 point buy or 15???

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Looking at Grok's and Racket's sheets, looks like 20 (which is cool).


Encounter Map

I think posting rate is more important than anything honestly...and if you are online this much during the day Rknop then we will be great.

Cartman and I are online alot due to our jobs, and I think Grok's guy is also...I don't know Azih, but being online during 9-5 might be very important.


Yea, I am much more active during the workweek than the weekend. I can easily post multiple times a day from work.

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Heh -- I won't always be online this much. It's Spring Break right now, so I'm able to post more than usual. Classes start up again next week, and I have a couple of tests to give, so I won't be able to post nearly this much. I will be able to keep up the one-a-day rate, but whether or not I will be able to do middle-of-the-day posts is going to be very hit and miss. (Come May, the term will be over, and I will have a much lighter schedule. Still doing research at work, still a lot to do, but with not nearly as much scheduled and time pressure. At that point, and for the next few months after that, my rate should increase again.)

It's always great when the players get some interaction going amongst themselves as well, and can make some progress in the game even between my posts.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Decided to drop the Inspired Chemist archetype because I hadn't noticed that the Inspiring Mutagen causes ability damage to both Str and Dex after its effects end. That suuuuucks. Dex mutagen for the win!


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

And I also wouldn't worry about what time of the day posts are done, as long as they get done. We can definitely do some interaction amongst ourselves while we're waiting for stuff to be resolved by the GM.

And yes, 20 point buy is our standard (mostly because of PFS)


Encounter Map

I'm making my character sheet now...instead of working.

I think I'll take Scribe Scroll to help with healing...casting those types of spells from scrolls will make it easier for the ONLY caster in the party to keep up.

Crunch 1st Draft:

Male Human Druid 1
NG medium humanoid
Init +1 Senses Normal Vision Perception +6
DEFENSE
AC 15, touch 11, flat-footed 14
hp 10
Fort 3 Reflex 1 Will 5
OFFENSE
Speed 20 ft
Melee Spear +3 (1d8+4/x3) or Masterwork Dagger +4 (1d4+3/19-20/x2)
Ranged Sling +1 (1d4+3/x2)
Space 5 Reach 5
STATISTICS
STR 16 DEX 12 CON 13 INT 12 WIS 15 CHA 11
BAB 0 CMB 3 CMD 14
Feats Spell Focus (Conjuration), Scribe Scroll
Skills Acrobatics -2, Appraise 1, Bluff 0, Climb 4, Diplomacy 0, Disguise 0, Escape Artist -2, Fly -2, Handle Animal 4, Heal 2, Intimidate 0, Knowledge (geography) 5, Knowledge (nature) 7, Perception 6, Ride -2, Sense Motive 2, Stealth -2, Survival 8, Swim 0
Languages Common, Orc, Druidic
Gear Spear, Masterwork Dagger, Sling
Human Traits (Core 27)

• Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.

• Skilled (Core 27): You gain 1 additional skill rank at

each level*.

Traits

• Trailblazer (Hug 31): While traversing any wilderness, yougain a +1 trait bonus on Survival checks, and gain a +1 trait bonus on Fortitude saving throws against diseases.

• Trunau Native: You were 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, you have made the Standing
Vow: to hold Trunau against all attackers, orc or otherwise, to
stand your ground, and to live free or die trying. Upon coming
of age, you were given a hopeknife—a small, sheathed dagger,
usually worn on a chain under your clothes—and taught how
to use it to take your own life to avoid capture by orcs, or to
grant the mercy of a quick death to the wounded. As a native,
you have served in Trunau’s militia, and fought alongside
Patrol Captains Kurst and Rodrik Grath. You begin play with
a hopeknife (a masterwork dagger), and your tenacity in the
face of adversity grants you a +1 trait bonus on Will saves.
Class Features

• Archetype(s): Mountain Druid

• Armor and Shield Proficiency: You are proficient in Lightand Medium Armor. You are proficient with shields (except Tower Shields).*

• Weapon Proficiency: You are proficient with the following weapons: Club; Dagger; Dart; Quarterstaff; Scimitar; Scythe; Shortspear; Sickle; Sling; Spear; Unarmed Strike; Pistol, dagger (melee attack)

• Nature Bond (Core 50): You are bonded to an animal companion.

• Nature Sense (Core 50): You get a +2 to Knowledge (nature)and Survival checks.*

• Spontaneous Casting (Core 49): You can channel stored spell energy into summoning spells that you haven't prepared ahead of time.

• Wild Empathy (Core 50): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Your Wild Empathy Check is 1d20 +1.

Feats

• Spell Focus (Conjuration) (Core 134): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.*

• Scribe Scroll (Core 132): You can create a scroll of any spell you know.

• Armor Proficiency, Medium (Core 118): You are proficientwearing medium armor.

• Armor Proficiency, Light (Core 118): You are proficient wearing light armor.

• Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills.*

Weapon Traits
• Brace Weapon: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Spells:
0: Detect Magic, Read Magic, Light
1: Entangle, Magic Fang

Animal Companion:

Grungir the Wolf
Size Medium; Pereption +1 (Scent, Low Light Vision)
Speed 50 ft
Init +2;
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural, +0 size)
hp 16 (2d8+4)
Fort +5, Ref +5, Will +1
Melee bite +2 (1d6+1) and TRIP
CMB +2; CMD 14
Space 5 ft.; Reach 5 ft.
Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6;
Feats: Improved Natural Armor
Skills: Acrobatics DEX +6, Climb STR +1,Escape Artist DEX +2, Intimidate CHA -2, Perception WIS +1, Stealth DEX +2, Survival WIS +2, Swim STR +1
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.
• Down: The animal breaks off from combat or otherwise backs down.
• Stay: The animal stays in place, waiting for you to return.

• Come: The animal comes to you, even if it normally would not do so.
• Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
• Track: The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
• Heel: The animal follows you closely, even to places where it normally wouldn't go.


I believe alchemists can also use wants of cure light. That should help the out of combat healing.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Racket will also be able to use wands of spells that are on the Alchemist extract list, so as soon as we have the money he can get a wand of cure light wounds.


"RACKET TOO SLOW. GROK POST FIRST. PUNY RACKET WIMPY."


By the way, I intend do use all caps with the [smaller] tag to RP the fact that this is a walking, talking rock. Not that he is yelling. He is boisterous and monotone.


Encounter Map

@Grok Looks good.

@GM Can I use my starting wealth to craft scrolls since I took Scribe Scroll?


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Hey guys. Yup I really had the idea of a Zangief knockoff wanting to wrestle giants. Might not be optimal? But who knows it might be amazing. Should be a laugh. I'm lucky enough that I can post from work too.

Modifying the character sheet. 20 point buy?

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

20 point buy, yes.

Grok and Ratchet have a shared backstory. How long have both been in Trunau? I gather that Niles' character is a native, based on the trait.

By the way, yes, feel free to use starting wealth to scribe scrolls (at 1/2 price as usual).


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Done I think.

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Grok and Ratchet: when you purchased gear, did you do the PFS 150gp, class average, or something else?


Encounter Map

I don't wanna throw shade at anyone's character....but am I the only one who didn't dump INT/WIS or CHA????? We have like 0 social skills...


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

I didn't dump Wis. But did slightly dump Int and Cha. It's a pretty martial build. Could pick up Initimidating Prowess at some point if people think it's important.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Pretty sure I did 150gp. And... yeah, Racket and Grok are not the best socializers.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

I get the impression that social skills might be less useful in Giantslayer than other APs.

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Niles is the face....

Social skills will definitely come in handy.


Encounter Map

It is my experience in PbP that playing non social characters leads to one guy doing all the posting on noncombat days...and that isn't fun.

It would help me out if you guys could shift some things around to help when it comes to Skills like Sense Motive, Diplomacy, Bluff, Appraise, Knowledges(In general, however I did notice that Grok has Dungeoneering and Engineering)

Ideas for this include:
Using Favored Class bonuses for +1 SkillPoint (I'm already doing this at first level)
Ability Score changes
Trait changes to give you access to various non class skills.

Druid #2nd version:

"
Male Human Druid 1
NG medium humanoid
Init +1 Senses Normal Vision Perception +6
DEFENSE
AC 15, touch 11, flat-footed 14
hp 9
Fort 3 Reflex 1 Will 4
OFFENSE
Speed 20 ft
Melee Spear +3 (1d8+4/x3) or Masterwork Dagger +4 (1d4+3/19-20/x2)
Ranged Sling +1 (1d4+3/x2)
Space 5 Reach 5
STATISTICS
STR 16 DEX 12 CON 12 INT 12 WIS 15 CHA 12
BAB 0 CMB 3 CMD 14
Feats Spell Focus (Conjuration), Scribe Scroll
Skills Acrobatics -2, Appraise 1, Bluff 1, Climb 4, Diplomacy 6, Disguise 1, Escape Artist -2, Fly -2, Handle Animal 5, Heal 2, Intimidate 1, Knowledge (geography) 5, Knowledge (nature) 7, Perception 6, Ride -2, Sense Motive 2, Stealth -2, Survival 8, Swim 0
Languages Common, Orc, Druidic
Gear Spear, Masterwork Dagger, Sling

Human Traits (Core 27)
• Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.
• Skilled (Core 27): You gain 1 additional skill rank at each level*.

Traits
• Influence [Diplomacy] (UCa 60): You gain a +1 on this skill* and it is a class skill* for you.
• Trunau Native: You were 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, you have made the Standing Vow: to hold Trunau against all attackers, orc or otherwise, to stand your ground, and to live free or die trying. Upon coming of age, you were given a hopeknife—a small, sheathed dagger, usually worn on a chain under your clothes—and taught how to use it to take your own life to avoid capture by orcs, or to grant the mercy of a quick death to the wounded. As a native, you have served in Trunau’s militia, and fought alongside Patrol Captains Kurst and Rodrik Grath. You begin play with a hopeknife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves.

Class Features
• Archetype(s): Mountain Druid
• Armor and Shield Proficiency: You are proficient in Lightand Medium Armor. You are proficient with shields (except Tower Shields).*
• Weapon Proficiency: You are proficient with the following weapons: Club; Dagger; Dart; Quarterstaff; Scimitar; Scythe; Shortspear; Sickle; Sling; Spear; Unarmed Strike; Pistol, dagger (melee attack)
• Nature Bond (Core 50): You are bonded to an animal companion.
• Nature Sense (Core 50): You get a +2 to Knowledge (nature)and Survival checks.*
• Spontaneous Casting (Core 49): You can channel stored spell energy into summoning spells that you haven't prepared ahead of time.
• Wild Empathy (Core 50): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Your Wild Empathy Check is 1d20 +1.
Feats
• Spell Focus (Conjuration) (Core 134): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.*
• Scribe Scroll (Core 132): You can create a scroll of any spell you know.
• Armor Proficiency, Medium (Core 118): You are proficientwearing medium armor.
• Armor Proficiency, Light (Core 118): You are proficient wearing light armor.
• Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills.*
Weapon Traits
• Brace Weapon: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Spells:
0: Detect Magic, Read Magic, Light
1: Entangle, Magic Fang

This version has 12Con/Cha instead of 13/11 and an additional Skill point instead of HP for favored class bonus. Also, took the Influential trait to gain access to diplomacy as a class skill.

Working a backstory in my head, Trunau native born son who is a "Do gooder" and has a bit of a Captain America/Dudley Do-Right kinda vibe.

Also, how much GP at 1st? Class average?


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

I can't really afford the skill points on those things at the moment (Alchemists don't get as many points as I'd like), but as soon as I take my first Rogue level I will get a lot more skill points and will definitely invest in several of them. I'm also not using my favored class yet, so I can't get the extra skill point at first level.

I think we're going 150gp, at least that's what Grok and I did for our character creation.

EDIT: Do you all think it might be worth it for me to start off with a single level of Rogue instead of a level of Alchemist? The biggest reason I wanted to start with alchemist is to be able to use craft(Alchemy) to make alchemical items, which can save us a lot of gold toward the beginning, and also to get that important Int damage to alchemist fires and such. But, if a Rogue level would be more useful to the party to start out, I could do that.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

I think maybe full alchemist with infusion might be great for the party as that's some sweet buffs in there. But I don't want to interfere with your vision for Racket.

In some other games there's a houserule where characters can get a free 'social' class skill or free skill points every level that must be used for social purposes. Maybe something like that can be adapted here? It's up to you rknop and could address Niles' concern.

I can modify Zavier a bit but he's a lightly armoured front line guy so all the physical stats are a bit necessary for his survivability. :)


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

No, full alchemist would not fit his concept at all. He's definitely going to be mostly Vexing Dodger rogue. But I think I can swing that for 1st level and take the Alchemist levels after. He'll get Sneak +2d6 at 2nd level, which is an added bonus anyway. Let me reconfigure him a bit, and I'll post again when he's updated.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

There we go. Now Racket has Appraise, Bluff, Diplomacy, Kn(local), Linguistics, and is even better at Stealth. :-D


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

I'm playing Zavier as pretty naive from the get go but on level up (assuming of course that he survives) I will go with adding Kn:Local, Kn:Dungeon, and Sense Motive. I've also put a skill point into Intimidate for now.


Encounter Map

@Racket Thanks! Hopefully second level comes fast so you can get the things you want...

@Zavier In PbP,it is my opinion that its a bad thing to have any characters that cannot contribute out of combat, since in my estimation a full 2/3 of all posts are out of combat posts. And when a character cannot contribute they don't post, and when they don't post regularly, games die. Posting rate/consistency > everything else in PbP format.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

I think this group can work well in- and out-of-combat. Just gotta play it up. :)

And don't worry about the alchemist level, the biggest thing I lost was the +2 damage to alchemical splash weapons, and that's really not a huge deal, and a worthy trade-off for all of those skill points. Since this isn't PFS I can still make alchemical items using Craft (alchemy), so we don't lose out on those at the beginning. Plus now I can climb any creature that's Medium or larger and they take penalties to hit me when I'm climbing them! :-D


Grok will be useful for str type noncombat, engineering, dungeoneering, perception, and general Grokness.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Fair enough Niles. Unless my life situation drastically changes though I haven't had a problem in any of my other games where I haven't contributed. I can always role play why I can't roll play in a given situation.

I'm also not shy about making untrained or aid another skill checks.

I see your point though. Since it's a small. 4 person party maybe we can go up to 25 point buy to make more well rounded characters or get some social focused character creation bumps?

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Niles is right; you don't want to have a party where only one person is capable of social interaction. This doesn't mean everybody has to be good at it; you have to want to do it. But, it will get tiring if you're always trying to do it and really can't, sort of like those few and far between PFS scenarios that are heavily based on investigation and roleplaying, and you show up with a combat-optimized barbarian who can't talk to anybody. You'll feel useless.

This AP is not just a kick-down-the-door-and-kill-the-monster scenario. Indeed, a substantial fraction of the first part of it is investigation and social roleplaying. There will of course be combat-- it's a Paizo AP after all! But that's not the be-all and end-all of it, so you don't want to design characters only for that.

There's no need to bump to 25 point buy. The AP is actually designed for four first-level PCs with a 15 point buy, so you're already a bit overpowered compared to the assumption even with a 20 point buy. You can make well-rounded characters on 20 points (or 15 points); there's no need to have an 18 in your core stat at level 1, for instance. Since it's not a wargame, you'll be better off with more well-rounded characters than with min-maxed characters focused primarily on one thing.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Should I change my attributes?


*Preface* It is your character, and I don't want to tell you to change, or what to do. This is simply a response to you asking about your attributes.

If it were me, I would drop cha down to 8, and bump int up to 10. At 9/9 you get the worst of both worlds, penalty to both. With 8/10 you only get a penalty to one and the penalty does not jump to -2. If you want to RP low intelligence, it can be a RP choice and does not need to be completely stat driven. (Maybe RP ignorance rather than deficiency, etc)

Sczarni

Male Cuddly L'il Fuzzy Hamster Psion (Telepath) 20

Interested to see this campaign run. Will be reading along. Consider me interested if someone is unable / unwilling to continue playing.


"GROK FEEL STALKER. GROK SMASH!"

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Tomorrow and through the weekend, I'm off at a gaming convention, so I will be very scarce between now and Monday. (I'm going to be playing a whole bunch of PFS; running three games, playing four others.)

Early next week, I'll set up a Wiki where we can keep things like unclaimed loot, player notes, etc. It will be editable by all of you. I'll make it so that one can't read it without signing in; that way, I can post pictures there, but they won't be available to the general Internet, so it's the closest online thing we have to "showing your gaming group pictures" without just putting them up online. We'll get the game rolling sometime after that.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

I don't feel there's any difference between RPING 8 int and 9 int. I just don't put anything down to 8 so people won't think I'm min maxing and dumping stats. :)


Male

Here is my profile.

@Zavier What about dropping the 18STR to 17...then you have 3 more point buy points to add to other stats.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

I think I'll go with 8 int, cha 10, and pay a feat tax soon to bump up my Intimidate. Should give him plenty to do outside of combat. I hear what you're saying Niles/Nilus but if Zavier is going to have any hope of wrestling giants he's going to have to be really strong.


I forgot to ask if you were willing to allow a couple of freedoms with Grok. They are not really mechanical, but add a lot of RP. They apply to the giant blooded campaign trait.

I would like the aesthetic changes to be that Grok is large for an Oread. (Typically 4'2"-5') I would like him to be 6'2" if possible. That makes him large for an Oread, but still within the sizes of humans. Not a giant or anything by a long shot. I think it adds a lot of RP flavor to have him as a big hunk of stone.

Second, Oread do not have Giant as a bonus language, but would you allow it with my RP being that my mother was a half-giant?

giant blooded trait:

Giant-Blooded
Source Giantslayer Player's Guide pg. 6, Giant Hunter's Handbook pg. 31 (Amazon)
Category Campaign
Requirement(s) Giantslayer
Your family has always been dogged by rumors that a bit of giant blood got into the family’s veins at some point. Whether this was through alchemical or magical experimentation, or because your great-great-grandfather married a giant, it has made you big for your race, and may have given you other minor cosmetic features of giants, such as flaming red hair, a bluish tinge to your skin, or oversized hands. When you wield a weapon that is larger than your size, the penalty on attack rolls for using inappropriately sized weapons is reduced by half. In addition, you gain a +2 trait bonus to your CMD against awesome blow combat maneuvers. If you’re a dwarf, your stability racial trait applies to awesome blow combat maneuvers as well.

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