Giantslayer by DM DoctorEvil

Game Master DM DoctorEvil

Book 2 The Hill Giant's Pledge, Chapter 1: Rivers of Belkzen

Keelboat Map

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This thread is for out-of-character discussion, including character development and build rules.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Hey guys! Meloriel here, checking in. I'm very excited to playing!

I'm thinking of making a shoanti warpriest of Desna from the Lyrune-Quah. Her clan was killed by giants when she was a kid and she's been growing up in Trunau the last 8-10 years or so.

I'll wait on more details until after the character creation rules are up, but I just wanted to get the concept out there to see what everyone else was thinking.


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Guidelines for Character Creation:

1) 20 pt buy, no obvious min/maxing please. Shouldn't have stats higher than 18 after racial bonus. Stats lower than 8 are frowned on, and should expect to be role-played that way.

2) Non-evil characters, any other alignment is fine, but again expect to role-play it

3) Core races only.

4) Any class in a Paizo published book is fair game. Unchained is fine. For Summoners, unchained is required. Any archetype is good as long as its Paizo-published and makes sense for the game and setting.

5) The Giantslayer Players' Guide is a free download which provides some flavor for the game, as well as some suggestions for class/race/build that you might find useful. A Gazetter for the starting location, the village of Trunau is also included, and vital for those who plan to start characters from this village.

6) HP will be done PFS-style. Full for level 1, one-half + one thereafter

7) Will have two starting traits and one should be a campaign trait (see the players guide linked above for those). You may add a third trait with an approved drawback.

8) Starting gold is 150gp.

A Bit about Me
I am a 3-star PFS GM, with about half those points coming from PbP play. I have run the first book of this AP for a local tabletop group, but have not run the rest. Am running two other AP's (Crimson Throne & Reign of Winter) on the boards at present. Have been a gamer for about 30 years, starting with 1st Ed. Live in Franklin TN (suburban Nashville) so that's US Central Time. Most of my posting will be from 8-12 PM in that time zone. I do travel a bit for work and have family commitments that might interfere but will usually note those in advance.

Expectations of Player

1) Make great characters! Give rich backstories and tie your feats, traits, skills, and gear instead of just making the best build you can. It's not about optimizing, it's about integrating and enriching.

2) Post and interact frequently. Ideally minimum of one post per day, and one per weekend, but more if its possible, especially during combat times.

3) Push or leave hooks for other players to move the story along whenever possible.

4) Understand that the GM rulings are final. I don't propose to be a rules expert, but I will research any questions and try to make the best ruling possible, usually giving my rationale. If you don't agree, it's fine to link your side of the story, and I'll consider it, but in the end, GM rulings must stand. I am also open for constructive criticism or suggestions about any part of the game!

5) Have fun!

Feel free to discuss your character builds below. It would be ideal to end up with one each of the four major character types (damage dealer, healer, magic-user, and skill monkey) with a fifth thrown in, if necessary, to fill in the inevitable gaps. Will get the game open as soon as it appears we have some viable characters.


Nakoma wrote:

Hey guys! Meloriel here, checking in. I'm very excited to playing!

I'm thinking of making a shoanti warpriest of Desna from the Lyrune-Quah. Her clan was killed by giants when she was a kid and she's been growing up in Trunau the last 8-10 years or so.

I'll wait on more details until after the character creation rules are up, but I just wanted to get the concept out there to see what everyone else was thinking.

Welcome Meloriel! Check out the campaign traits and see if you can build around that. I must say that while I like warpriest as a class (I have a PFS warpriest) it may be a bit light on magic and healing if that's the primary divine spot for the group, and may not be tough enough if that's the primary melee tank fro the group. We'll see how the rest of the group rounds out before we make any hasty decisions however.

Glad to have you aboard!


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None
DM DoctorEvil wrote:
Nakoma wrote:

Hey guys! Meloriel here, checking in. I'm very excited to playing!

I'm thinking of making a shoanti warpriest of Desna from the Lyrune-Quah. Her clan was killed by giants when she was a kid and she's been growing up in Trunau the last 8-10 years or so.

I'll wait on more details until after the character creation rules are up, but I just wanted to get the concept out there to see what everyone else was thinking.

Welcome Meloriel! Check out the campaign traits and see if you can build around that. I must say that while I like warpriest as a class (I have a PFS warpriest) it may be a bit light on magic and healing if that's the primary divine spot for the group, and may not be tough enough if that's the primary melee tank fro the group. We'll see how the rest of the group rounds out before we make any hasty decisions however.

Glad to have you aboard!

Fair enough. She'd only have two healing spells in her at level one, but by level two she can use her fervor ability to get three or four more heals in. I've never played a warpriest before but I've wanted to since they've been printed. If class-wise she doesn't fit with the rest of the group I'll shuffle up the class but keep the character concept. I'm going to go with the Orphaned by Giants trait. Blessings would be good and travel.

Background Concept!:

Nakoma was born to a devout tribe of Lyrune-Quah who worshipped Desna, Driven by the dreams of their elders they travelled to the Hold of Belkzen, where they meant to liberate a pilgrimage site from the hill giants who currently laid claim to it. As the journey was meant to be her coming of age trial, Nakoma was gifted a pair of starknives, a shortbow, and her first tattoo—a brilliant white star covering her entire shaved head. Unfortunately, the battle did not go well, and the entire tribe was wiped out. Only ten years old and still without an adult name, Nakoma fled in shame.

She travelled for many days, following the stars and mad visions, eventually stumbling upon the town of Trunau. Unable to speak common, Sara Morninghawk and her mother got through to the child, and though Nakoma had intended to travel back to the territory of her people—the Lyrune-Quah—and join another tribe, she accepted their offers of hospitality. Nakoma was placed in the care of the clerics of Sanctuary. But, young or not, Nakoma was a proud warrior and a devotee of Desna. She never left her starknives or bow out of reach and refused to pray to the strange new goddess. In an act of rebellion Nakoma left Sanctuary, and moved into the barracks at Longhouse.

Nakoma came to love Trunau, and its people became her new tribe. When she turned thirteen she was gifted a hopeknife and became a true member of the community. She still lives in Longhouse to this day, and spends her days hunting, scouting the region for danger and keeping watch on Trunau’s defensive walls and guard posts. She is capable of using the blessings of Desna to both empower herself and heal the wounded. Though she knows by blood she is Lyrune-Quah, in her heart she is Trunau and —Desna willing— she will be until the day she dies.

Nakoma keeps her head shaved in the manner of her people, putting her elaborate white star tattoo on open display as both a symbol of her faith and her heritage. She wears practical clothing and sturdy hide armour dyed blue—a holy colour among hr clan. She is brave, cunning and athletic. Despite her love for the people of Trunau, she is not very charismatic and has few close friends—though she has plenty of comrades in arms. Although she did eventually take up the common tongue, book learning was never her forte. The skies and the wilds are her preferred teachers—with a combat instructor thrown in for good measure.


Male Human Level 3 Investigator

Thanks for running the game DMDE.

Just reading the players guide now. I know little of the adventure path aside from the name. Giants makes me think Varisia but I may be wrong.

Going to wait and see if it sparks a really cool idea or wait to see what others are making and fill a gap.

...oh Belkzen, I set my first Pathfinder Campaign there and Trunau was a big part early on. Settling into read this.

Ok Edit I've given it a quick look over. I've got loads of ideas. A Cleric (Possibly Erastil follower), Investigator, Fighter (Arminger Archetype, associated with Order of the Pike or Nail. Not expecting to get the opportunity to go full hell knight.), Sorcerer (Imperious Bloodline), Rogue, Cavalier or Ranger... to narrow it down will be tough.


Hi DMDE and Meloriel,

Thanks for the game, DMDE!

I have a few ideas for this one, which can fit some of the key roles needed. I'll give others a bit of time to chime in, but will post some of those ideas later today.


Looks like Kevin and I are quite happy to fill in missing roles. Let's see if others have strong feelings one way or another.


Male Human Level 3 Investigator

DMDE how do you feel regarding item creation and leadership feats. Just double checking as not all GM's want to deal with them. I can work a character either way.


I'd prefer not to have them, but if they are germaine to your character, we can discuss.


Still waiting on two others to join us. I posted a note in the original thread giving them a Friday midnight deadline or we will move to alternates or recruitment.

Meantime, the early arrivers should start narrowing down their picks.

Meloriel - Shoanti warpriest - could be martial, could be divine
Dreaming Warforged - flexible
Kevin O'Rourke - flexible with lots of options

That's a lot of fluidity still. Guess we'll see how it falls when everyone arrives,; these things generally sort themselves out.


DM DoctorEvil wrote:

Still waiting on two others to join us. I posted a note in the original thread giving them a Friday midnight deadline or we will move to alternates or recruitment.

Meantime, the early arrivers should start narrowing down their picks.

Meloriel - Shoanti warpriest - could be martial, could be divine
Dreaming Warforged - flexible
Kevin O'Rourke - flexible with lots of options

That's a lot of fluidity still. Guess we'll see how it falls when everyone arrives,; these things generally sort themselves out.

Yes, lots of fluidity indeed, and perhaps too much?

Anyways, here are some thoughts on characters I'd be interested in developing in the course of a Giantslayer campaign, in no particular order.

The sole survivor of an horrendous crossing of the Mindspin mountain. Upon reaching Trunau, he/she either:
-became active, vengeful, and sought to fight back and find his/her family (likely becoming a fighter, brawler, slayer, ranger, magus, or skald/bard);
-withdrew from action, fearful, and sought the comfort of books, becoming a scholar on all things he/she hated, but making sure of never having to face them (likely becoming an arcanist, a witch, or a sorcerer);
-sought refuge in religion and its community, embracing the cult of Erastil (likely becoming a cleric or an oracle).

Another possibility I would be happy to explore is to be born in Trunau. A craftsman, the character would be a strong supporter of the community, always seeking to help others in any way that he/she can and would share a hatred and fierce attitudes towards Orcs and Giants. Such a character could again be either be a warrior-type, a cleric or oracle, or an arcane caster.

That being said, my preference would be for a warrior-type or a divine caster.

If I get a stronger inspiration, I'll post a character outline later.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

I ended up making my character a Warpriest of Desna, as mentioned. If we need me to change to fill another role later, I can always remake her as a different class, but hopefully she'll be fine.

Statistics:

Nakoma
Female Human (Shoanti) Warpriest of Desna 1
CG Medium Human (humanoid)
Init +3; Senses Perception +3

------------------------------
DEFENSE
------------------------------

AC 15, touch 13, flat-footed 12 (+2 armour, +3 Dex, +0 shield)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5

------------------------------
OFFENSE
------------------------------

Speed 30 ft.
Melee starknife +3 (1d6+3/x3)
Ranged starknife +3 (1d6+3/x3)
…shortbow +3 (1d6/x3)
Spells Prepared (CL 1st, Concentration +4)
1stbless, shield of faith
0grasp, light, stabilize

------------------------------
STATISTICS
------------------------------

Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +0; CMD 13
Traits Orphaned by Giants, Reckless
Feats Starry Grace, Weapon Finesse, Weapon Focus (starknife)
Skills Acrobatics +8, Climb +4, Knowledge (religion) +4, Perception +3, Survival +7
(4 points; 2 class, 0 INT, 1 race, 1 favoured class)
Abilities Aura (CG), blessings (good, travel), focus weapons, minor blessings (agile feet, holy strike), orisons, sacred weapon (1d6), spontaneous casting (cure spells)
Languages Common, Shoanti

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Aura (Ex): Nakoma has a powerful CG aura.

Blessings (Su): A warpriest’s deity influences her alignment, what magic she can perform, her values, and how others see her. Each warpriest can select two blessings from among those granted by her deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if her alignment matches that domain. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of her blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. (4/day, DC 14)
Agile Feet (minor blessing): As a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.
Holy Strike (minor blessing): You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Orphaned by Giants (trait): You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.

Sacred Weapon (Su): Weapons wielded by a warpriest are charged with the power of her faith. In addition to the favoured weapon of her deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if she has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with her sacred weapon, the weapon damage is based on her level and not the weapon type. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of her sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, she can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to her warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, she can add ghost touch and holy. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Spontaneous Casting A good warpriest can channel stored spell energy into healing spells that she did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear starknife (2), shortbow, arrows (20), potion of cure light wounds
Possessions leather armor (dyed blue), well-worn wooden holy symbol of Desna (shoanti craftsmanship, is marked by burn marks old cuts), hopeknife (mundane dagger), backpack, waterskin
Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 30 lbs.
Money 9 GP 0 SP 0 CP

Background:

Nakoma was born to a devout tribe of Lyrune-Quah who worshipped Desna, Driven by the dreams of their elders they travelled to the Hold of Belkzen, where they meant to liberate a pilgrimage site from the hill giants who currently laid claim to it. As the journey was meant to be her coming of age trial, Nakoma was gifted a pair of starknives, a shortbow, and her first tattoo—a brilliant white star covering her entire shaved head. Unfortunately, the battle did not go well. The entire tribe was wiped out and Nakoma was badly wounded. Only ten years old and still without an adult name, Nakoma fled in shame.

She travelled for many days, following the stars and mad visions, delirious from loss of blood, eventually stumbling upon the town of Trunau. Unable to speak common, Sara Morninghawk and her mother got through to the child, and though Nakoma had intended to travel back to the territory of her people—the Lyrune-Quah—and join another tribe, she accepted their offers of hospitality. Nakoma was placed in the care of the clerics of Sanctuary. But, young or not, Nakoma was a proud warrior and a devotee of Desna. She never left her starknives or bow out of reach and refused to pray to the strange new goddess. In an act of rebellion Nakoma left Sanctuary, and moved into the barracks at Longhouse.

Nakoma came to love Trunau, and its people became her new tribe. When she turned thirteen she was gifted a hopeknife and became a true member of the community. She still lives in Longhouse to this day, and spends her days hunting, scouting the region for danger and keeping watch on Trunau’s defensive walls and guard posts. She is capable of using the blessings of Desna to both empower herself and heal the wounded. Though she knows by blood she is Lyrune-Quah, in her heart she is Trunau and —Desna willing— she will be until the day she dies.

Appearance and Personality:

Nakoma keeps her head shaved in the manner of her people, putting her elaborate white star tattoo on open display as both a symbol of her faith and her heritage. In the time since she has gotten many more tattoos, on her face, back and arms. She wears practical clothing and fine leather armour dyed blue—a holy colour among her clan. Despite the work of Sanctuary’s clerics, Nakoma bears horrible, jagged scars across her arms and legs, and burn marks along her back—all permanent reminders of the fateful day her family died battling giants. Her tattoos accentuate her scars--not cover them. She is not ashamed of them or her past.

Nakoma is brave, cunning and nimble. Despite her love for the people of Trunau, she is not very charismatic and has few close friends—though she has plenty of comrades in arms. Of these, she is closest with Kurst and Rodrik Grath, as they are of similar ages and all live at the Longhouse. She is still close with Sara Morninghawk, and mourned the death of Sara’s mother deeply. Although Savannah did eventually take up the common tongue, book learning was never her forte. The skies and the wilds are her preferred teachers—with a combat instructor thrown in for good measure.


female human enuff

hey just saw the link to this thread, am going to be busy till this Sunday, will that be too late to get a Character submitted?


Male Human Level 3 Investigator

What're you considering Tulay?


female human enuff

halfling i think.....magic user of some sort....possibly


Posting character by Sunday is fine, just need to see interest before I go fishing for other players. Glad you could join us. Let me know if you have questions, the build rules are above.

So, that's four. We will see if the fifth person finds us in the next 24 hours or so. Here are the submissions and ideas so far:

Nakoma - warpriest of Desna (martial/divine)
Tulay - halfling, probably arcane caster
DW- lots of options played off lost traveler arriving in Trunau
Kevin - flexible

Kinda matters if we have a fifth or not. As it stands, I would recommend another full healer/divine spot and a skill monkey who can deal with traps/locks/etc. Both of those will have to be stout enough to assist in the martial role since Nakoma is only on d8's for HD.

If we DO have a fifth, there is a bit more flexiblity as Nakoma can shift to the "wildcard" role and we can get both a frontliner and full divine caster in the group.

Anyway, its your call, not mine, just suggestions.


Male Human Level 3 Investigator

If our fifth doesn't check in by Doctor Evil's deadline put me down for a Ranger (Trapper), I'll go sword and board. He'll have a solid number of skills, be able to be a frontliner and sort out traps.

Quick draft looks something like this.

Human Ranger (Trapper)
Str 14+2, Dex 14, Con 14, Int 14, Wis 10, Cha 10
HP: 13=10+2/Con+1/FC
Focused Study Alternate Racial*
Feats: Skill Focus* (Disable Device), Fast Learner
Traits: Trunau Native (Campaign), Armor Expert (Combat)
Skill Points: 10=6/Base+2/Int+1/Human+1/FC


Then I'll look into making a full divine caster: Cleric, druid, oracle, or shaman even.


Currently looking at a Dwarven cleric of Torag. Trying to give the character some depth.

Dark Archive

Male

Sorry for intruding, but I've read that you are short one player...

If you are ok, I'd like to take the last spot. I've been away from these boards since February, where I had some health problems (big anxiety crisis), but now I'm coming back, since I miss these boards a lot.

If accepted, since I'm intruding, I'd be OK playing whatever the party needs.

*PS.: Hi Dreaming Warforged! I don't know if you remember me, but I GMed Wrath of the Righteous for you as GM Toothy.


Hi Longears! Welcome back!


Sir Longears wrote:

Sorry for intruding, but I've read that you are short one player...

If you are ok, I'd like to take the last spot. I've been away from these boards since February, where I had some health problems (big anxiety crisis), but now I'm coming back, since I miss these boards a lot.

If accepted, since I'm intruding, I'd be OK playing whatever the party needs.

*PS.: Hi Dreaming Warforged! I don't know if you remember me, but I GMed Wrath of the Righteous for you as GM Toothy.

Hello Longears

Appreciate your interest, but we are standing by for a fifth to join us from a different recruiting thread. If he doesn't join, there is already an alternate assigned. If they don't join, someone else has already asked to have the 5th spot (if there is one).

But, if for some reason all that falls through, and we go with 5 instead of 4 (I'd prefer 4 frankly), then I'd offer that place to you.

Possible but unlikely.

Dark Archive

Female Kitsune Magus(Eldritch Scion) - 1 LVL | HP: 9/9 | AC 15 (T 12, FF 13) | CMB: 0 CMD: 12 | F:+3 R:+2 W:+3 (+2 vs fear and death effects)| Init +6 | Perc +2, SM +1, Diplomacy +3 | Speed 20 ft. | Spells: 0: 3/3 1st: 3/3 | Eldritch Pool 4 | (typical effect) -2 attack to cast spells and attack while in Mystical state of focus

welcome back Sir Long ears, and for the record I am glad you feel better!


Background skills, by any chance? Dwarven clerics are thin on skills...

Dark Archive

Female Kitsune Magus(Eldritch Scion) - 1 LVL | HP: 9/9 | AC 15 (T 12, FF 13) | CMB: 0 CMD: 12 | F:+3 R:+2 W:+3 (+2 vs fear and death effects)| Init +6 | Perc +2, SM +1, Diplomacy +3 | Speed 20 ft. | Spells: 0: 3/3 1st: 3/3 | Eldritch Pool 4 | (typical effect) -2 attack to cast spells and attack while in Mystical state of focus

GM DoctorEvil, is it possible to make a change of what I planned? i was looking over the players handbook and found an image that spoke to me and told me a story that i just cannot bear to ignore. Elven arcane caster instead of the halfling?


no background skills, sorry DW.

Yes, changing race to an elf is perfectly acceptable at this point.


Nakoma wrote:

I ended up making my character a Warpriest of Desna, as mentioned. If we need me to change to fill another role later, I can always remake her as a different class, but hopefully she'll be fine.

Since Nakoma is the one character submitted so far, I did my review of her build. Just a few questions:

1) can't find the 0-level spell Grasp anywhere. What is the source, can you provide a link?

2) I have your gear weight at 33.1 which puts you at Medium encumbrance. Can you calculate? Think the difference is the 20 arrows, which weigh 3lbs (.15 per arrow) but not sure.

3) I also have your gold at 5 instead of the 9 you show. Can you recalculate? I used the dagger stat for hopeknife, not sure if that's part of the difference?

Otherwise she looks good to go.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

1) Grasp is from Heroes of the Darklands page 9 and can be found Here. You can cast this spell as an immediate action when you fail a Climb check and would fall. You can immediately attempt another Climb check as a free action at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.

She does a lot of climbing, lol. If you don't want to allow it she'll instead prepare something else.

2 & 3) I sure can recalculate! I'll sort it out by the end of the weekend and inform you when its done.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Nakoma's Recalculations:

Starknife - 24 gp (x2), 3 lbs (x2) = 48 gp, 6 lbs
Shortbow - 30 gp, 2 lbs
Arrows - 1 gp, 3 lbs
Potion - 50 gp, —
Dagger (hope knife) - 2 gp, 1 lb
Leather Armour - 10 gp, 15 lbs
Wooden Holy Symbol - 1 gp, —
Backpack - 2 gp, 2 lbs.
Waterskin - 1 gp, 4 lbs

= 145 gp (5 gold left), 33 lbs (0 left)

Your calculations are confirmed, sir. Fixing it on my sheet now. But where did you get the .1 lbs from? I don't have that.

I’ll probably slip down to lamellar cuirass to lighten the load, if that’s alright with you.

Thanks!


Male Human Level 3 Investigator

Still work in progress but shows you where I am going with him.

Zan Tain, Human (Varisian) Ranger (Trapper), LG

Character Sheet:

Str 16, Dex 14, Con 13, Int 14, Wis 12, Cha 10
HP: 12, AC: 17, FF: 15, Touch: 12, Fort +3, Ref +4, Will +2, CMB +4, CMD: 16, +2
Focused Study Alternate Racial
Feats: Skill Focus* (Disable Device), Fast Learner
Traits: Trunau Native (Campaign), Armor Expert (Combat)
Class Features: Favoured Enemy (Humanoid Giant), Track, Wild Empathy, Trapfinder +1

Skill Points: 6+2+1+1
Climb 7/5=1+3+3-0/2, Craft,Disable Device 10/8=1+2+3+3+1-0/2, Handle Animal, Heal, Intimidate, Knowledge Dungeoneering 6=1+2+3, Knowledge Geography 6=1+2+3, Knowledge Nature 6=1+2+3, Perception 5=1+1+3(+1 Vs Traps), Profession, Ride, Spellcraft 6=1+2+3, Stealth 6/4=1+2+3-0/2, Survival 5=1+1+3, Swim 7/5=1+3+3-0/2

Languages: Common (Taldane), Varisian, Giant

Parade Armor 25gp 20lbs, Heavy Wood Shield 7gp 10lbs, Scimitar 15gp 4lbs, Rangers Kit 9gp 28lbs, Thieves Tools 30gp 1lbs, Masterwork Thieves Tools 50gp 4lbs, “Hopeknife” Mwk Dagger 1lbs, Cold Iron Dagger 1lbs, Dagger x2 2lbs Gold: 4gp,
Carried Weight: 86lbs


Background:

Zan Tain has been a native of Trunau his whole life and with one exception has spent his whole life in and around it. Two years back he helped a more experienced ranger guide some merchant to Lastwall and spent a few days in civilisation.

It has been recognised that Zan has an interest in tracking giants, this stems from seeing one years ago he lost track of that had tattoos surprisingly similar to some Varisian ones. He’s never seen one again quite like it but often tracks giants that wander near Trunau… thankfully he has enough sense to avoid engaging them unless necessary.

Thankfully Zan’t time as a guide for the militia’s patrols rarely means encountering giants but he’s developed quite a reputation for being able to disarm traps. Some of the the orc hunters in the area can have vicious traps left around to catch game… or larger quarry. He’s practiced hard to be able to perform well without his light armor getting in the way.


Here is my cleric of Torag. Let me know if you have questions, comments, or concerns.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Hahaha. Love the quotes, Baldek!


Nakoma wrote:

** spoiler omitted **

Thanks!

Glad we are on the same page. I bet the 0.1lbs comes from the leftover gold as Hero Lab is pretty serious about figuring encumberance. I will waive that amount.

Yes if you want to swap out your armor for the cuirass, that makes sense but the extra cost means you have 0gp left.

Unless something else changes, I think you are ready for gametime. Let's see how the others do.


Kevin O'Rourke 440 wrote:

Still work in progress but shows you where I am going with him.

Zan Tain, Human (Varisian) Ranger (Trapper), LG
** spoiler omitted **
** spoiler omitted **...

Know you aren't done yet, but MW Thieves tools are 100gp not 50, so they are out of your starting budget to start.

Also, with the weight you have you'll be medium encumbered, so make sure you take the DEX and STR penalty to skills.

Looks like you also have a starting language to add if you want. Varisian is free if you have that human ethnicity.

Otherwise it looks good.


Bad-Luck Baldek wrote:
Here is my cleric of Torag. Let me know if you have questions, comments, or concerns.

I believe I have seen this fellow before -- in a mess of goblins in Sandpoint!

I do have some ticky-tack stuff to ask about on the build. The character sheet was a bit hard to follow, so if I have stuff wrong, please LMK.

1) The trait I see for Wisdom in the Flesh is for followers of Irori only. Looks like your deity is Torag.

2) Your ACP with shield engaged is -6, not -4. This really deflates the Acrobatics you have been trying to build up with traits.

3) Tobacco is 1 gp, not 1sp. But the Traveller's outfit is free (not 1gp). I show your ending gold at 47.56, not 48.16. Test me out on that, please.

4) Couldn't find smoking pipe as an equipment anywhere, but I just added it as a custom item. If there is a Paizo entry, link it so I can see where I missed it.

5) 1st level Spell slot open still, right?


So we will see if Tulay Miller can get us a magic using character tomorrow.

Our 5th player never showed up. Do you want me to contact the alternate from the original thread (Zanbabe) or just go with 4?


Male Human Level 3 Investigator

I don't mind.

The weight was also off with the Mwk Thieves tools because I meant to write down a Mwk Backpack... which is why he isn't encumbered and I have Mwk Thieves tools following right after thieves tools. I added Varisian Sign Language as the extra language.


Thanks for the feedback. I’ll review the sheet today. I forgot about Irori. Looks like acrobatics won’t cut it.

Baldek in Sandpoint had a similar look and some of his story is the same, but I chose cleric of Torag instead of inquisitor of Cayden, so their personalities are quite different.


I’m good with four or five characters.

Dark Archive

Female Kitsune Magus(Eldritch Scion) - 1 LVL | HP: 9/9 | AC 15 (T 12, FF 13) | CMB: 0 CMD: 12 | F:+3 R:+2 W:+3 (+2 vs fear and death effects)| Init +6 | Perc +2, SM +1, Diplomacy +3 | Speed 20 ft. | Spells: 0: 3/3 1st: 3/3 | Eldritch Pool 4 | (typical effect) -2 attack to cast spells and attack while in Mystical state of focus

having issues getting my character completed, is an Elven Magus (Spelldancer) computer keeps corrupting the file when I step away

Dark Archive

Female Kitsune Magus(Eldritch Scion) - 1 LVL | HP: 9/9 | AC 15 (T 12, FF 13) | CMB: 0 CMD: 12 | F:+3 R:+2 W:+3 (+2 vs fear and death effects)| Init +6 | Perc +2, SM +1, Diplomacy +3 | Speed 20 ft. | Spells: 0: 3/3 1st: 3/3 | Eldritch Pool 4 | (typical effect) -2 attack to cast spells and attack while in Mystical state of focus

hey all apologizes for taking so long. I have been busy and the death of my Grandpa hit hard. So I admit I was quite distracted, I finally finished my character and got the computer to stop fighting me...... and before midnight!:

Eilistraee Silvertongued
dyed black hair
Green eyes

Stats, Saves, and Skills:

Str: 14, Dex:13, Con: 12, Int:14, Wis: 12, Cha: 14
AC: 13 Touch: 11 Flat:12
Initiative: 1
Fort: 3 Reflex: 1 Will: 3
BAB: 0 CMD: 13 CMB: 2 (BAB: 1, CMB: 3 vs giants; CMD: 15 against awesome blow combat maneuvers)
HP: 10
Languages: Elven, Common, Draconic, Orc
Acrob: -2, Appr:2, Bluff: 3, Climb: 3, Diplo: 2, Disg: 2, Esc.Art.: -2, Fly: -2, Heal: 1, Intim: 2, Know (Arcana): 6, Know (Dung): 2, Know (Planes): 2, Precep: 3, Ride: -2, Surv: 1, Swim: -1, Use Magic Device: 6

Racial Traits:

• Alternate Racial Traits: Arcane Focus, Envoy, Blended View
• Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
• Low-Light Vision: You can see twice as far in conditions of dim light.
• Blended View Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses. Source
• Arcane Focus (ARG 22): You gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
• Envoy (ARG 22): You gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic.

Traits:

• Giant-blooded (APGS 6): When you wield a weapon that is larger than your size, the penalty on attack rolls is reduced by half.* In addition, you gain a +2 bonus to CMD against awesome blow combat maneuvers.
• Giant Slayer (APRR 4): You gain a +1 trait bonus on Bluff*, Perception*, and Sense Motive* checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Class Features:

• Archetypes: Spell Dancer
• Armor Proficiency: You are proficient in Light Armor.
• Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
• Arcane Pool (Su) (UM 9): You gain a reservoir of 3 points of arcane energy. These points replenish once each day when you prepare your spells.
• Spell Combat (Ex) (UM 10): If you have one hand free you can attack and cast spells on the same round. As a full round action, you can make all your attacks at a -2 and cast a spell. You can add your intelligence bonus to your concentration check to cast defensively if you take the same penalty on all your attacks. You can use spell combat at any time.
• Class Skills (ARG 24): Acrobatics and Perform (dance) are now class skills. Intimidate and Ride are cross-class skills.
• Spell Dance (Su) (ARG 24): You can expend 1 point from your arcane pool as a swift action to gain a +10 enhancement bonus to your movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute.

Feats:

Exotic Weapon Proficiency (Bladed Scarf): is proficient with Bladed Scarf.

Gear:

300 Arrows
Kit, Magus: This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Kit, Climber's: These crampons, pitons, ropes, and tools give you a +2 circumstance bonus on Climb checks.
Kit, Gear Maintenance: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
27 Rations, trail (per day
3 Rations, Elven Trail (per day)

Background:

Having been born shortly before the end of one of the bloody battles between the Elves and the Goblins, she and her elder brother were orphaned when their parents died in a particularly brutal raid. Her brother was left to care for her as an infant. When she reached five He found she carried a recessive gene to a far off great grandparent that was seen as a cursed black sheep. She could seen in the dark as easily as the light, even in the dim of morning easily enough. Her Xenophobic brother felt she muddied the bloodline and promptly dumped her at an Arcane school and left a sum of money to ‘sell’ her as a slave test subject or whatever else they could use her as, once free of his sister he seemed to disappear from her life. She spent some time there not quite a slave but not quite a student. She learned from one of the elderly Teachers while working in the Tower as needed to earn her keep. Around 34 one of her ‘classmates’, whom she has recently shown up in the practice area, places a failed mutagen into her meal; after adding a few additions. Upon eating dinner that night she gain yet another mutation in her genes. She permanently has a slight increase in her height and her hands are almost noticeably larger than normal, she found later on she could wield a size class larger in weaponry. Her first understanding of this was when her Teacher took her to an area where they battled with a ‘Rouge’ Giant wandering far from home lost and confused and hungry attacked killing her Teacher, while the Giant knelt to eat she grabbed the dropped weapon and dealt the finishing blow to the Giant with his own club. She roamed free the next year until she met with her Mentor, Raizlan. He took her in and taught her his trade that of the Magus. One day she woke thirty years later to find Raizlan missing his basic gear still about the room and only a note saying it was his time and he left his things to her. She never found him or his remains however she still looks to see if perchance he may have a gravesite. Despite checking each graveyard as she travels and trains she has yet to find one he meant much to her and she hopes to at least say it to his resting place since it is unlikely he still lives. She has spent her time traveling and training with various Masters in the art of swordplay and magic learning what she can. When she was 106 she settled into the town of Trunau offering her aid to the humans and doing her best to protect her home for the last five years as she has become a respectable member of the society there despite her differences that caused her to be shunned amongst her own people.


Glad you got something up. I will review and comment tomorrow.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Hey guys. I got invited in as the alternate, and will have a character up soon. Likely a sorcerer.


Welcome Zanbabe!


DM DoctorEvil wrote:
Bad-Luck Baldek wrote:
Here is my cleric of Torag. Let me know if you have questions, comments, or concerns.

I believe I have seen this fellow before -- in a mess of goblins in Sandpoint!

I do have some ticky-tack stuff to ask about on the build. The character sheet was a bit hard to follow, so if I have stuff wrong, please LMK.

1) The trait I see for Wisdom in the Flesh is for followers of Irori only. Looks like your deity is Torag.

2) Your ACP with shield engaged is -6, not -4. This really deflates the Acrobatics you have been trying to build up with traits.

3) Tobacco is 1 gp, not 1sp. But the Traveller's outfit is free (not 1gp). I show your ending gold at 47.56, not 48.16. Test me out on that, please.

4) Couldn't find smoking pipe as an equipment anywhere, but I just added it as a custom item. If there is a Paizo entry, link it so I can see where I missed it.

5) 1st level Spell slot open still, right?

1) Changed traits for Fate's Favored and Roll with it.

2) Adjusted ACP.

3 and 4) Replaced Tobacco and pipe, with cigars, but I don't know how much they cost. Should I say 1 sp each?

5)Yes, open slot.

Dark Archive

Female Kitsune Magus(Eldritch Scion) - 1 LVL | HP: 9/9 | AC 15 (T 12, FF 13) | CMB: 0 CMD: 12 | F:+3 R:+2 W:+3 (+2 vs fear and death effects)| Init +6 | Perc +2, SM +1, Diplomacy +3 | Speed 20 ft. | Spells: 0: 3/3 1st: 3/3 | Eldritch Pool 4 | (typical effect) -2 attack to cast spells and attack while in Mystical state of focus

Welkies Zanbabe!


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Good to have you, Zanbebe!


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Thanks guys. I know Kevin and Nakoma from other games, and the DM from a couple of unfortunately failed games.... and of course looking forward to playing with the rest of you as well.

I worked most of it up before work... going to be a Draconic Linnorm bloodline, took the campaign trait that gives giant as a language, and have a start with a fun backstory, but won't have it done until probably late tonight.

Do we have someone that can do traps? I could take the seeker archetype if we need that... or even do deep earth bloodline instead, which gets a chance to auto-notice any traps within 10 feet. But it would take away a nice AC bonus for the character, so I'd rather not unless we need it.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

I believe Kevin's making a ranger (trapper).

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