Giantslayer DoubleGold version (Inactive)

Game Master DoubleGold

My best Dming roleplaying is added here, this game has orc and giants.
[dice=init]3+1d20[/dice] Drek'Thar
[dice=init]3+1d20[/dice] Cinro
[dice=init]2+1d20[/dice] Shamsiel
[dice=init]-1+1d20[/dice] He Meligaster



Make a character using 5th edition rules. Resources allowed for making characters. Any, excluding unearthed arcana. If you can find a 3rd party race using a book or you found it on DMs guild, you may use it.
27 point buy

You start at 8
1 point to 9
2 points to 10
3 points to 11
4 points to 12
5 points to 13
7 points to 14
9 points to 15
You can't reach 16 at level 1 without racials or feats. For ease, a 27 point buy means you could get 3, 15's but then your other three stats would be 8 before stats.

This will be tricky, I can promise you the first book, but the rest, I don't know about.

Liberty's Edge

Thanks for taking up the role as Dm once again DoubleGold....you do such a darn fine job!!!

Looking to make either a Warlock or perhaps a monk...not quite sure yet.


Pathfinder Adventure Subscriber

I'm going to give this some thought, and perhaps come up with a Ranger, or Rogue.

Liberty's Edge

Working on a warlock...should have the crunch done today (I hope!)


Pathfinder Adventure Subscriber

I'm foreseeing a Tortle Ranger on the horizon.


What about 3rd party classes found on DMs Guild?

Liberty's Edge

Here is the starting crunch for my submission. Will continue to work on it in the coming days.

Shamsiel:

Shamsiel
Protector aasimar Warlock 1
Medium , chaotic good

--------------------
Armor Class 14 (studded leather)
Hit Points 8 (1d8)
Speed 30 ft.
--------------------
STR 10 (+0), DEX 14 (+2), CON 10 (+0), INT 12 (+1), WIS 12 (+1), CHA 17 (+3)
--------------------
Saving Throws Wis +3, Cha +5
Skills Arcana +3, History +3, Intimidation +5, Investigation +3
Damage Resistances necrotic, radiant
Senses darkvision 60 ft., passive Perception 11
Languages Celestial, Common, Draconic, Giant

Actions
--------------------

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target.
Hit: 1d8+2 piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6 slashing damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.

Healing Hands (1/long rest). As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Equipment Handaxe, Light Crossbow, studded leather, 62 gp


Madcaster wrote:
What about 3rd party classes found on DMs Guild?

Yep, if it is on the DMs guild, it is fair for this. Just don't make your own class on the DMs guild and then try to use it, or tell your friend what to post and then use it. It is all fair as long as the class, race and stuff are made by someone or the ideas come from someone other than the player.


Cool. I've been itching to try out Incarnate.


This is my opportunity to play a WoW Shaman Totemist!


Dot. Would you be open to using A Touch of Class? It was produced by ENsider and has some interesting class options.


Yeah, go ahead, it got published, so in theory it must be balanced there inxpitter. It wouldn't be balanced however if this was adventures league, because then wizards didn't approve it.


Rolling up a Half-Elf Bard

Stats:

CG M Half-Elf Bard 1

Str 8
Dex 16 (+1 Racial)
Con 14 (+1 Racial)
Int 12
Wis 10
Cha 16 (+2 Racial)

Darkvision 60'
Skill Versatility - 2 skills
Advantage on saves . Charm, immune to sleep
Languages: Common, Elvish, Dwarven
HP 10

Proficiencies:
Light Armor
Simple Weapon, Hand Crossbow, Longsword, Rapier, Shortsword
Calligrapher's Tools, Flute, Forgery Tools, Thieves' Tools
Skills: Acrobatics, Sleight of Hand, Investigation, Deception, Performance, Insight, Persuasion
Saves: Dex, Cha
Proficiency Bonus +2

Spellcasting:
Spells Known: 2/4
Cantrips: Prestidigitation, Vicious Mockery
1: Cure Wounds, Charm Person, Sleep, Disguise Self
Spell slots: X/2
Ritual Casting
Spellcasting Focus - Musical Instrument

Bardic Inspiration - 1d6, 3/day: Use as bonus action, one creature within 60' gains a d6 to use within next 10 min. on an attack, ability check, or save.

Starting Equipment:
Rapier (1d8 Piercing, Finesse)
Diplomat's Pack - Chest, 2 cases for maps and scrolls, fine clothes, ink, ink pen, lamp, 2 flasks of oil, 5 sheets of paper, vial of perfume, sealing wax, soap
Leather Armor (11 + Dex)
Dagger (1d4 Piercing, Finesse)
Musical Instrument
Calligrapher's Tools, letter of introduction from my guild, traveler's clothes, belt pouch, 15gp

To-Do:
Traits:
I'm full of witty aphorisms and have a proverb for every occasion
I love to talk about my work

Flaw:
I am sensitive about the fact that I'm not as smart as I let on. I feel like an impostor.

Ideal:
Aspiration - I want to be the best scrivener/storyteller/chronicler in the world

Bond:
I owe my guild for taking me in off the streets

Background - Guild Artisan - Calligrapher/Scrivener
Feature: Guild Membership

This is rough, and I've never played 5E before, but I'll get it all cleaned up if it looks decent and toss it in an alias.


Here's the crunch.

Spoiler:
Cinro Kyrel

Str 8, Dex 16, Con 14, Int 10, Wis 12, Cha 16

HP 10 (1d8 +2 Con)
Speed 30 ft
AC 16 (scale mail 14 +2 dex)
Saves Str +1, Dex +5, Con +2, Wis +1, Int +0, Cha +3
Skills Acrobatics +5, Athletics +1, Intimidation +5, Insight +3, Performance +5, Perception +3, Stealth +5

Attack:
Elemental Strike - +5, 1d4+3 bludgeoning, 20/60 ft.
Scimitar - +5, 1d6+3 slashing

Ki Points: 1/sh.rest
Ki Save DC: 13
Elemental Strike: 1d4

Proficiencies:
Proficiency Bonus: +2
Weapons: scimitar, shortsword
Armor: light, medium
Tools: Disguise kit, pan flute
Saving Throws: Str, Dex
Skills: Acrobatics, Athletics, Intimidation, Insight, Performance, Perception, Stealth
Languages: Common, Elven, Halfling

Background: Entertainer
Feature: By Popular Demand
Specialty: Dancer, Fire-eater, Juggler
Personality: I love a good insult, even one directed at me.
Ideal: Creativity. The world is in need of new ideas and bold action. (Chaotic)
Bond: I want to be famous, whatever it takes.
Flaw: I'm a sucker for a pretty face.

Racial features:
Cha +2; Any other two +1 (Dex, Con)
Darkvision
Fey Ancestry
Skill Versatility
Languages

Lacer class features:
1 - Chosen Element, Ki

Chosen Element: Fire
Ki: Deflection, Power Blow, Surprising Angle

Equipment:
Scale mail (14 + Dex (max 2))
Scimitar (1d6 slashing, finesse, light)

Pan flute, trinket from an admirer, costume, belt pouch (15 gp)

Explorer’s Pack (10 gp): Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.


Pathfinder Adventure Subscriber

I'll get up my Tortle ranger tonight.


Final Submission:

Harcourt Ebenezer Meligaster
CG M Half-Elf Bard 1
Init +3; Senses Darkvision, Perception +0

Defense
AC 14 (Leather Armor 11+Dex)
HP 10
Saves
Str +0, Dex +5, Con +2, Int +1, Wis -1, Cha +5
Skills Acrobatics +5, Deception +5, Insight +3, Investigation +3, Performance +5, Persuasion +5

Defensive Abilities
Fey Ancestry (Adv v. Charm, Immune to Sleep)

Offense
Speed 30 ft.
Melee Rapier +5 (1d8+3 Piercing, Finesse)

Special Attacks
Bardic Inspiration (3/Short Rest) - Use as bonus action, one creature within 60' gains 1d6 to use within next 10 min. on an attack, ability check, or save.
Bard Spells
Ritual Casting, Spellcasting Focus - Musical Instrument
0 (∞/day) - Prestidigitation, Vicious Mockery
1 (2/day) - Charm Person, Cure Wounds, Disguise Self, Sleep

Statistics
Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 16

Proficiencies Bonus: +2
Weapons: Simple weapons, hand crossbow, longsword, rapier, shortsword
Armor: Light Armor
Tools: Calligrapher's tools, horn, forgery tools, thieves' tools
Saves: Dex, Cha
Skills: Acrobatics, Investigation, Deception, Performance, Insight, Persuasion
Languages: Common, Elvish, Dwarven

Background: Guild Artisan
Feature: Guild Membership
Specialty: Calligrapher, Scrivener
Personality: I'm full of witty aphorisms, and have a proverb for every occasion. I love to talk about my work.
Ideal: Aspiration - I want to be the best Chronicler and storyteller in the world.
Bond: I owe my guild for taking me in off the streets.
Flaw: I am sensitive about not being smart enough. I feel like an impostor.

Equipment:
Leather Armor (11 + Dex)
Rapier (1d8 Piercing, Finesse)
Dagger (1d4 Piercing, Finesse)

Horn, letter of introduction from my guild, traveler's clothes, belt pouch (15gp)

Diplomat's Pack (39gp): Includes a chest, 2 cases for maps and scrolls, fine clothes, a vial of ink, ink pen, lamp, 2 flasks of oil, 5 sheets of paper, vial of perfume, sealing wax, soap


Hello, hello, hellooo...

I've created Drek'Thar, a Human Totemist, for this extraordinary ocasion.


So, with 4 submissions so far adding a total of 2 points into Strength, I suspect the party may be better off with some manner of heavy armor-wearing, strength-oriented character. I’m happy to switch the Bard to a different thing if that’s what we need. Perhaps a Paladin...?


Pathfinder Adventure Subscriber

My Tortle ranger will be a STR based ranger, as the Tortle gets a +2 to STR, and his shell will give him an unadjusted AC of 17. By using a shield he'll have a 19 AC when fighting with shield, and 17 when a bow or two weapon fighting.


Pathfinder Adventure Subscriber

Baka - Tortle Ranger 1

Spoiler:

LN M Tortle Ranger 1
18 years old, 5'10" tall, 445 lbs, Brown shell, dark brown skin, orange eyes.
Speed 30'
Size Medium

What many tortles consider a simple life, others might call a life of adventure. They are nomad survivalists eager to explore the wilderness.

Str 16 (+2 Racial) SAVE: +5*
Dex 10 SAVE: +2*
Con 14 SAVE: +2
Int 11 SAVE: +0
Wis 14 (+1 Racial) SAVE: +2
Cha 10 SAVE: +0

Skills:
Athletics +5, History +2, Investigation +2, Nature +2, Perception +4, Survival +4

+2 Strength, +1 Wisdom, Claws, Hold Breath, Natural Armor, Shell Defense, Survival Instinct

Languages: Aquan, Common, Giant, Sylvan
HP 12
AC 19 (Natural 17*, Shield +2)

Lifestyle: Modest (1-gp)

TORTLE

Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath: You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

*Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.

Survival Instinct: You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

RANGER
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, +Athletics, Insight, Investigation, +Nature, +Perception, Stealth, and Survival

Favored Enemy: Giants
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer Mountains

Spoiler:

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.

Background: Archeologist

Spoiler:

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.

Skill Proficiency: History
Tool Proficiency: Cartographers Tools
Bonus Language: Sylvan
Historical Knowledge: When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Personality Traits:I might fail, but I will never give up;
I love a good puzzle or mystery.

IdealsDanger. With every great discovery comes grave danger. The two walk hand in hand. (Any)

Bonds:I hope to bring prestige to a library, a museum, or a university.

Flaws:When given the choice of going left or right, I always go left.

Equipment: Longbow, (20)Arrows, (2) Shortswords, Shield, Backpack, Bedroll, Traveler's clothes, Bullseye Lantern, Mess Kit, Miners Pick, Rations (1-day), Rope,hempen (50'), Shovel, two-person tent, tinderbox, torch, waterskin.
Money 25 GP

Attacks
Longbow: +2 / 1d8(P) / 150'/600' / Ammunition, Range, Heavy, 2-H.
Shortsword(1): +5 / 1d6+3(P) / Finesse, Light
Shortsword(2): +5 / 1d6(P) / Finesse, Light


Loving the entries, just to be clear, it doesn't have to be strictly the DMs guild or a book, any 3rd party that is published.


So, just to make sure I'm reading the party correctly, we have:

Baka - Tortle Ranger
Drek'Thar - Human Totemist
Cinro Kyrel - Half-Elf Lacer
Shamsiel - Protector Aasimar Warlock
Harcourt - Half-Elf Bard

That's a ton of Dex/Cha people (Drek'Thar, Cinro, Shamsiel, and Harcourt)

I think I'm going to pitch the Bard and go with a different thing - probably a Cleric, Druid, Wizard, or something I find on the DMs Guild. Just don't want us all to be doing basically the same things. I also sort of forgot that this was a Giantslayer game, and that I need to be able to "rough it" and hang out in the wilderness. With giants.


I'm working on a shapechanger right now, hopefully, done by Friday with all these midterms.


If you look at Drek'Thar's skills, they're all quite spread. Most of them are only at +2 or +3. He's also not the best melee around, and has only 2 cantrips, so if you ask me, go ahead with your bard, Hedwick. We might need you :)


Jereru wrote:
If you look at Drek'Thar's skills, they're all quite spread. Most of them are only at +2 or +3. He's also not the best melee around, and has only 2 cantrips, so if you ask me, go ahead with your bard, Hedwick. We might need you :)

That's true. I still just finished playing a bard in PF through all of Strange Aeons, and I wrote this guy to be kind of...poncy. So I might still change it up. I don't see a single 9-level caster in the party so far, and I hear Druids are fun :D


I've been sick lately, which is why I haven't started this game yet. I'll get a gameplay up soon enough. Like within the next day or so.


After much needed recovery, I can now start another game, getting started is always harder than getting it going, but the game is up, yeah.


It is with regret and sadness that I'm going to step away from these boards for a while. It's a combination of many things, and the frustration with the board performance just pushed me to do what needed doing. I've got some things that are taking a higher priority in life at the moment. It's been a real pleasure gaming with you all, and hopefully life will give an opportunity to share this hobby we all love in the future...


With Baka's tragic withdrawal from the game, I've redesigned Harcourt as a soon-to-be Eldritch Knight Fighter, so we have someone around in heavy armor with a high Strength and a lick of intelligence. I think it helps fill more gaps. He's almost entirely out of the PHB, so there's nothing weird. Profile has his stat-block.

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