
DM Mathpro |
I believe the "roll vs average" choice is per lvl rather than total. That is my understanding anyway.
That is correct. If an individual level's roll is below average I will let you take the average for that level. Yes it takes a little more math but I find it would be more helpful to do it this way.

DM Mathpro |
Just a question for the group: Who here wouldn't be willing to work with a Vampire in the party. I've had an applicant express an interest in doing this and he tied it into the story well enough that I'm willing to okay it but I don't want to force a party to have a character they don't want if he's chosen. The party would know what/who he is and it didn't start out that way.

Baldric Moore |

sweet- revamping my updates back to magus right now. and, i don't anticipate any abuse... if I do anything that seems abusive just say so and i'll stop (honestly, with the DCs and CL set by the wand/scroll there's probably not too much potential for abuse).
for average on a d10... 5 or 6? or 5.5 rounded down at the end?

DM Mathpro |
sweet- revamping my updates back to magus right now. and, i don't anticipate any abuse... if I do anything that seems abusive just say so and i'll stop (honestly, with the DCs and CL set by the wand/scroll there's probably not too much potential for abuse).
for average on a d10... 5 or 6? or 5.5 rounded down at the end?
For hitdie always round up so a d10 would be 6 average

nate lange RPG Superstar 2012 Top 32 |

re: vampire
baldric doesn't have any moral objections to having a vampire in the party, but ooc I have a lot of concerns... vampire is an extremely powerful template. how many class levels will it cost him? how many points will you reduce his point buy by to make up for not having a Con score? Do you have some plan for allowing him to operate in the daylight or should we all be looking for ways to get darkvision? How is it going to effect RP situations if we can only meet with people at night? What is the player going to do when we need to do something during the daylight hours, sit out weeks worth of posts? what about his spawns, are we going to have a small army of them following us around killing stuff or will he use them to create a network of influence throughout Varisia (and would that be something other players object to)? if we all have to follow the restrictions on vampires to cater to him anyways, and we see how dramatically more powerful than us he is, why wouldn't we all have him turn us? if we wait until after the campaign starts and then have him turn us does it cost or levels or do we get all the benefits with no drawbacks?
when i started this post my conclusion was going to be 'its up to you but consider these questions carefully' but after typing more and more questions (and thinking of more i gave up before typing) i'd have to say that i'm going to bow out if you include a vampire, its just going to be way too disruptive IMO.

Chirinide the Half-Elf |

I'm not familiar with Pathfinder's set of abilities they give to vampires. In some versions, I wouldn't have a problem, but considering the above post implies lots of very powerful abilities, particularly creating spawn of some sort, I also question this.
That said, my character wouldn't mind a vampire in the group, assuming he hasn't demonstrated any reason for her to be more distrustful than usual.
I'll roll HP and make my adjustments tonight. Long past time for me to get some sleep.

Baldric Moore |

since you're open to considering options from unchained, have you seen the background skills option? in a nutshell it gives everyone 2 extra skill points that can only be spent on skills with very limited usefulness in terms of accomplishing tasks (but its great for those of us who are stretched for skill points but really want something like knowledge[history] for roleplaying reasons).

DM Mathpro |
re: vampire
baldric doesn't have any moral objections to having a vampire in the party, but ooc I have a lot of concerns... vampire is an extremely powerful template. how many class levels will it cost him? how many points will you reduce his point buy by to make up for not having a Con score? Do you have some plan for allowing him to operate in the daylight or should we all be looking for ways to get darkvision? How is it going to effect RP situations if we can only meet with people at night? What is the player going to do when we need to do something during the daylight hours, sit out weeks worth of posts? what about his spawns, are we going to have a small army of them following us around killing stuff or will he use them to create a network of influence throughout Varisia (and would that be something other players object to)? if we all have to follow the restrictions on vampires to cater to him anyways, and we see how dramatically more powerful than us he is, why wouldn't we all have him turn us? if we wait until after the campaign starts and then have him turn us does it cost or levels or do we get all the benefits with no drawbacks?
when i started this post my conclusion was going to be 'its up to you but consider these questions carefully' but after typing more and more questions (and thinking of more i gave up before typing) i'd have to say that i'm going to bow out if you include a vampire, its just going to be way too disruptive IMO.
I share your concerns and after thinking about it I just sent the player in question a PM about switching it to a vampire spawn instead. They wouldn't have spawn creation abilities and get a smaller subset of potentially game unbalancing/breaking abilities. The template can be found here.
As for the daylight weakness issues he has thought of a way around that. He is having a magic item created that has him under the effects of a continuous Protective Penumbra Spell. So business can be handled as normal. He's promised not to feed in front of the party or on anyone the party wishes to negotiate with.

nate lange RPG Superstar 2012 Top 32 |

- +6 Str and +2 or +4 to every single other stat
- +6 natural armor
- fast healing 5!
- they don't die when killed- they take gaseous form and have to go sleep it off
- slam attack deals 2 negative levels
- dominate person at will, and it counts as Su instead of SLA so there's no spell resistance/counterspell/etc (this alone should rule them out IMO)
- can drain blood from victim to inflict Con damage and heal self
- can turn creatures it kills with negative levels or blood drain into completely faithful spawns (can have upto 22 spawns at this level)
there's still more but I feel like this pretty demonstrates my concerns
edit:
@GM- vampire spawn isn't a template... its a CR 4 creature that never improves... what would you do give him that as a base and then let him add some class levels to it like leveling a monster? how many? and what would you do about stats? make him keep the actual spawn stats or convert them to bonuses and give him his own point buy?

DM Mathpro |
I'd like to try a naga type character, like Kin from the Goblins comic. The only PF thing I can find though is not even close.
Anyone know of listing for it in PF?
not a fan of Nagaji That picture is actually rather cartoonish they look much better in other publications. Otherwise you could try building your own if you wanted.

DM Mathpro |
sorry- i hate to shoot down stuff (especially when I'm not the GM or the player involved), but I've seen a GM allow a vampire in a RL game before and it was a disaster. In an 11th level game there's probably some way to make it work, but I don't envy the GM (or party) that has to work it out.
By the time I was done stripping and reshaping things to make it fair to the rest of the party...it would loose all essence of Vampire and there would be no point in playing one.

DM Mathpro |
Updated Submission list.
Already having seats:
DrBuzzard-Fighter(ranged combatant)
Seth86-Cerenity-Lamb and Wolf(Summoner)
Proposed Characters:
Nate Lange-Baldric Moore(Fighter/Magus variant multi-class)
Jesse Heining-Wizard or rogue or ranger depending
Marigold Hazeman-Bloodrager
Nikolaus de'Shade-Oracle of the Dark Tapestry
JoshB-Half-orc Slayer(trapfinding)
Chirinide the Half-Elf-Not sure what class but some sort of rogue/caster mix.
GM Aarvid-Ranger
Tharasiph-Paladin
Demon Lurking-Ivestigator/(Bard?)
Undecided:
CaptainFord
TheAlcornSage

DM Mathpro |
Sorry for all my posts today...but I wanted to let you all know that the next two-three weeks are going to be interesting for posting. Next week is the last week of classes before finals so I have a quiz, two exams, and to projects due next week. I should have probably been working on all that instead of posting today but oh well lol. The week after that(the week of 12/14-12/17) is finals week and I have finals on the 14th, 15th, and 17th. I will more than likely be on and able to post that week between 1-4:30 CST but nut much outside of that time. Then my wife and I are out of town from the 22-29th and will not have internet access. So after the 22nd there will be no more posts from me for a week.
So all that being said do you guys want me to close down recruitment in the next few days so we can get started before my hiatus or do you guys want to wait until I get back and see if we can drum up some more interest?

JoshB |

So all that being said do you guys want me to close down recruitment in the next few days so we can get started before my hiatus or do you guys want to wait until I get back and see if we can drum up some more interest?
Do you think you need more interest?
Except for a shortage of divine casters above, I think you've got a pretty good selection.
Yesterday I worked on a half-elf witch and a half-orc slayer, both good at different things.
The slayer brings trap-finding, stealth, and such to the group.
The witch does debuffing, healing, and arcane casting.
I could finish either one and be happy with the results I think.

Demon Lurking |

My build is pretty much complete, just need to finish spending gold.
PS. You may want to suggest a Dhampir.

Baldric Moore |

It's up to you when you close recruitment, but I would suggest not starting the adventure until after your hiatus... If we start playing and then have a week long break after only a week or two we'll lose all the momentum that a new game has and it may be tough for people to get back into again (I'm in another PbP right now that feels kind of like it might be circling the bowl because the GM couldn't post much for a while early on and it's never recovered the momentum).
In terms of being ready, I could be finished pretty quickly- I need to finalize skills and feats and pick my arcana but that shouldn't take long at all (unless I pick the familiar arcana, then I'd need to write up the familiar too which would take slightly longer). I do agree that it looks like we could use a divine caster though... I can hep some with that if we invest in cure wands and status removal scrolls but an actual caster would probably be helpful...
@dr. Buzzard- I'll be your brain

Demon Lurking |

Ok, here's the rough statblock for my Investigator. I need to take some time formatting it and writing up a background.
Iozif Mirgas
Male human (Varisian) investigator (empiricist) 11/bard (VMC)
CG Medium humanoid (human)
Init +3; Senses Perception +25
Defense
AC 22, touch 16, flat-footed 19 (+6 armor, +3 deflection, +3 Dex)
hp 67 (11d8)
Fort +3, Ref +10, Will +9 (+4 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +3; Resist unfailing logic
Offense
Speed 30 ft.
Melee +1 cold iron short sword +11/+6 (1d6+3/19-20) or
+1 silver rapier +11/+6 (1d6+2/18-20) or
mithral dagger +11/+6 (1d4+2/19-20)
Ranged +1 composite shortbow +12/+7 (1d6+3/×3) or
javelin +11 (1d6+2)
Special Attacks bardic performance 27 rounds/day (move action; inspire competence +4, inspire courage +3), studied combat (+5, 6 rounds), studied strike +4d6
Investigator (Empiricist) Extracts Prepared (CL 11th; concentration +17)
4th—cure critical wounds, cure critical wounds, eyes of the voidACG
3rd—arcane sight, arcane sight, cure serious wounds, cure serious wounds, gaseous form
2nd—cure moderate wounds, cure moderate wounds, cure moderate wounds, lesser restoration, lesser restoration, touch injectionUC
1st—cure light wounds, enlarge person (DC 17), expeditious retreat, long armACG, polypurpose panaceaUM, shield, true strike
Statistics
Str 14, Dex 16, Con 10, Int 22, Wis 14, Cha 16
Base Atk +8; CMB +10; CMD 26
Feats Alertness, CosmopolitanAPG, Extra Investigator TalentACG, Inspired AlchemyACG
Traits frontier-forged (any frontier area), scholar of the ancients
SQ +1 skill point, +2 to one ability score, alchemy (alchemy crafting +11), bardic knowledge +5, bonus feat, inspiration (1d8, 11/day), investigator talents (amazing inspirationACG, expanded inspirationACG, intelligence inspirationACG, item loreACG, perceptive trackingACG, studied defenseACG), keen recollection, perform, perform, perform, perform, skilled, trapfinding +5, versatile performance (oratory)
Skills Acrobatics +17, Appraise +13, Bluff +9, Climb +8, Craft (alchemy) +15 (+26 to create alchemical items), Diplomacy +17 (+20 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +29, Disguise +7, Escape Artist +13, Handle Animal +7, Heal +6, Intimidate +7, Knowledge (arcana) +18, Knowledge (dungeoneering) +21, Knowledge (engineering) +16, Knowledge (geography) +17, Knowledge (history) +23, Knowledge (local) +20, Knowledge (nature) +17, Knowledge (nobility) +11, Knowledge (other) +11, Knowledge (planes) +16, Knowledge (religion) +19, Linguistics +11, Perception +25, Perform (dance) +7, Perform (oratory) +17, Sense Motive +24, Sleight of Hand +8, Spellcraft +20, Stealth +12, Survival +16 (+17 to get along in the wild), Swim +4, Use Magic Device +11; Racial Modifiers ceaseless observation
Languages Azlanti, Celestial, Common, Dwarven, Elven, Gnome, Halfling, Jistka, Osiriani, Ancient, Shoanti, Thassilonian, Tien, Varisian
Combat Gear +1 arrows (50), potion of cure light wounds (5), potion of cure moderate wounds (5), potion of darkvision (5), acid (5), alchemist's fire (5), holy water (5); Other Gear +2 burdenless mithral chain shirt, +1 cold iron short sword, +1 composite shortbow (+2 Str), +1 silver rapier, javelin (6), mithral dagger, efficient quiver, handy haversack, headband of mental superiority +2, ioun torch ioun stoneAPG, plague rat belt (greater)UE, ring of protection +3, ring of sustenance, vest of escape, alchemist's lab, alchemy crafting kitAPG, artisan's outfit, backpack, bandolierUE, bedroll, belt pouch, belt pouch, flint and steel, ink, inkpen, journalUE, mess kitUE, piton (10), pot, powderAPG, scholar's outfit, scroll boxUE, shovel, foldingUE, silk rope (100 ft.), soap, sunrod (10), trail rations (14), traveling formula bookUE, twine (50')APG, waterproof bagUE, waterskin, whetstone, 21 pp, 4 gp, 6 cp
Tracked Resources
+1 arrows - 0/50
Acid - 0/5
Alchemist's fire - 0/5
Bardic Performance (move action, 27 rounds/day) - 0/27
Holy water - 0/5
Inspiration (+1d8, 11/day) (Ex) - 0/11
Javelin - 0/6
Mithral dagger - 0/1
Plague rat belt (greater, 3/day) - 0/3
Potion of cure light wounds - 0/5
Potion of cure moderate wounds - 0/5
Potion of darkvision - 0/5
Sunrod - 0/10
Trail rations - 0/14
Special Abilities
+1 Skill Point FCB (11) +1 Skill Point
+2 to One Ability Score (Intelligence) The selected attribute gains a +2 racial bonus.
Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alertness You get a +2 bonus on all Perception checks and Sense Motive checks.
Amazing Inspiration (Ex) When using inspiration, roll d8s.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.
Bardic Performance (move action, 27 rounds/day) Your performances can create magical effects.
Bonus Feat Humans select one extra feat at 1st level.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Cosmopolitan (Survival, Handle Animal) +2 languages spoken, 2 selected skills are class skills.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Extra Investigator Talent You learn a new way to use your training and inspiration. Prerequisite: Investigator talent class feature. Benefit: You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.
Frontier-Forged (Any Frontier Area) A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the
Inspiration (+1d8, 11/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Alchemy You can recreate an extract you consumed during the past hour.
Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.
Item Lore (Ex) Use Spellcraft to identify magic items without the use of detect magic.
Perceptive Tracking (Ex) Can use Perception to find and follow tracks.
Scholar of the Ancients +1 to Knowledge (arcana) and Knowledge (History)
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skilled Gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Studied Combat (+5, 6 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Defense (Ex) When using studied combat, can choose to apply bonus to att to AC instead.
Studied Strike +4d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects
Versatile Performance (Oratory) +17 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Nikolaus de'Shade |

By the time I was done stripping and reshaping things to make it fair to the rest of the party...it would loose all essence of Vampire and there would be no point in playing one.
I was the one who asked about the Vampire. I'm interested to see what people consider so broken about it.
Purely as a thought experiment would a Vampire: without the 2 negative levels/slam; could only create 1 or no spawn and replaced Dominate at will with Charm at will be more reasonable? If so would it still carry the +2CR or would it be down to +1CR without those abilities.
Out of the theory-crafting realm I'm rolling Hit Dice for my Oracle.
This is coming out about 4HP lower than average (I think) so I'll take the average (55+11 from con) for a total of 66 HP.

Demon Lurking |

Just as a quick once over of the template, I'm seeing the equivalent of 10-12 bonus Feats, three at will spell-like abilities, and stat bonuses that are equivalent to somewhere around 20 build points in the ARG race builder.
That's a lot of power for 2 HD.
And that doesn't include the abilities you mentioned.

TheAlicornSage |

TheAlicornSage wrote:not a fan of Nagaji That picture is actually rather cartoonish they look much better in other publications. Otherwise you could try building your own if you wanted.I'd like to try a naga type character, like Kin from the Goblins comic. The only PF thing I can find though is not even close.
Anyone know of listing for it in PF?
Not the kind of naga I was refering too,
Here is a pic,http://pre02.deviantart.net/f4c5/th/pre/i/2012/029/3/2/kin_by_dreigun-d4o18 e6.jpg
The race maker doesn't allow creating a race that lacks any of the magic item slots (when I asked, they seemed to think it was somehow important.), and Kin certainly has no feat. I could custom make one but that wouldn't be following established rules, so something to be careful of and requires more GM involvement.
Also, I suggest giving the players a thread for a tavern scene or something. Our characters shoukd know each other, so it woukd give us the chance to rp and get to know each other before the campaign starts when you get back. We could also tell each other stories of our backgrounds and such.

Lamb&Wolf |

The race maker doesn't allow creating a race that lacks any of the magic item slots (when I asked, they seemed to think it was somehow important.), and Kin certainly has no feat. I could custom make one but that wouldn't be following established rules, so something to be careful of and requires more GM involvement.
I tried my hand at a "basic" naga build if yo want to try it out
Unnamed Hero
Naga
Large monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 10, touch 9, flat-footed 10 (+1 natural, -1 size)
hp 0 ()
Fort +0, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Space 10 ft.; Reach 5 ft.
Special Attacks slapping tail
--------------------
Statistics
--------------------
Str 12, Dex 10, Con 10, Int 12, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 12 (28 vs. trip)
Skills Acrobatics +0 (+4 to jump), Perception +2; Racial Modifiers +2 Perception, serpent's senses
Languages Common, Nagaji
SQ prehensile tail, tripping tail
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Prehensile Tail (Ex) Your tail can retrieve small objects on your person as a swift action.
Serpent's Senses (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Slapping Tail (1d10+1, 1/day) (Ex) Can make attacks of opportunity with tail damage, dealing listed damage.
Tripping Tail (Ex) When hit with slapping tail can make a free trip attempt.
I only added "legs" to make sure you get the maximum vs trip.

TheAlicornSage |

Quite interesting, but I figure something opposite the extra legs would work better,
Snake Body
This race has a long slender snake like body about four times as long as the space for their size for large or larger, and twice their space for small or smaller, medium size is 30' (large is upto 40',Small is 10', Tiny is 5')
-10 to jump checks as the body is ill-suited to jumping, however, the long body can reach twice as high, or as far as a humanoid of the same size without jumping or making any checks.
Must use equipment of one size smaller.
Halve the penalties for squeezing into narrow spaces and can move at full speed through spaces half the width of the character's normal space.
Gain immunity to tripping (must still succeed on combat maneuver checks to counter a trip.)
Lose the Feet magic item slot.
I think this is closer, just don't know what the cost would be.

Baldric Moore |

Did we ever get a verdict on background skills from unchained? I'm going to take know:history for RP reasons and am just wondering how many useful skills I'll be able to afford...

JoshB |

Here's my revised submission:
Grimm John Angus - Goliath Druid 9 / Trapper Ranger 2
He's the survivor of giant massacre of a mountain village. Taken in by Green Faith adepts and raised to protect the common folk from giant depredations.
He works to protect peace and balance, but is increasingly convinced that giant-kind only understands strength and violence.
He carries a massive iron warhammer that was taken as a prize from an ogre chieftain.
He does healing/condition removal, tracking, trapfinding, and shapeshifting into a giant to beat people down.
hit points: 1d10 + 9d8 ⇒ (9) + (2, 4, 4, 8, 8, 7, 3, 5, 2) = 52
corrected to average rolls: 9 + 5 + 5 + 5 + 8 + 8 + 7 + 5 + 5 + 5 = 62
Total HP : 10 + 62 + 22 + 2 = 96
Grimm John Angus
Half-elf druid (goliath druid) 9/ranger (trapper) 2 (Pathfinder Player Companion: Giant Hunter's Handbook 20, Pathfinder RPG Ultimate Magic 65)
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +22
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 22 (+7 armor, +1 deflection, +2 Dex, +4 natural)
hp 96 (11 HD; 9d8+2d10+24)
Fort +13, Ref +10, Will +12; +2 vs. enchantments, +4 vs. spell-like and supernatural abilities of giants
Immune sleep
--------------------
Offense
--------------------
Speed 50 ft. (40 ft. in armor)
Melee +1 cruel cold iron earth breaker +14/+9 (2d6+8/×3) or
. . mwk quarterstaff +14/+9 (1d6+7)
Ranged +1 adaptive composite longbow +12/+7 (1d8+6/19-20/×3)
Special Attacks combat style (two-handed weapon[APG]), destructive smite (+4, 7/day), favored enemies (evil outsiders +4, giants +4, undead +2), wild shape 4/day
Druid (Goliath Druid) Spells Prepared (CL 11th; concentration +15)
. . 5th—shout[D], stoneskin
. . 4th—air walk, echolocation[UM], flame strike (DC 18), inflict critical wounds[D] (DC 18)
. . 3rd—daylight, greater longstrider[ACG], greater magic fang, rage[D], raven's flight
. . 2nd—barkskin, barkskin, bull's strength[D], flame blade, resist energy, lesser restoration
. . 1st—deadeye's lore[UC], faerie fire, longstrider, obscuring mist, shillelagh (DC 15), true strike[D]
. . 0 (at will)—detect magic, enhanced diplomacy, light, read magic
. . D Domain spell; Domain Destruction (Rage domain subdomain)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 12, Wis 18, Cha 9
Base Atk +8; CMB +13; CMD 26
Feats Cornugon Smash, Intimidating Prowess, Power Attack, Scribe Scroll, Shapeshifting Hunter[UC], Shaping Focus[UM], Skill Focus (Intimidate), Vital Strike
Traits giant slayer, magical knack
Skills Acrobatics +0 (+4 to jump), Bluff +3, Climb +7, Diplomacy +5, Disable Device +16, Disguise +11, Heal +10, Intimidate +23, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +9, Perception +22, Sense Motive +5, Spellcraft +10, Survival +10, Swim +7; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven, Giant
SQ elf blood, elf druid, face nature's might, nature bond (Rage domain[APG]), primal bond, primal empathy, primal size, primal summons, rage, track +1, trackless step, trapfinding +1, wild empathy +10, wild shape (giant), woodland stride
Combat Gear potion of remove paralysis (2), scroll of cure serious wounds, cure serious wounds, cure serious wounds, scroll of neutralize poison, neutralize poison, neutralize poison, scroll of water breathing, water breathing, staff of healing, wand of cure light wounds, wand of cure light wounds; Other Gear +3 hide armor, +1 adaptive composite longbow (+4 Str), +1 cruel cold iron earth breaker[UE], mwk quarterstaff, belt of giant strength +2, bracers of falcon's aim[UE], cloak of resistance +2, hat of disguise, headband of inspired wisdom +2, ring of protection +1, ring of sustenance, masterwork thieves' tools, 1,967 gp, 5 sp
--------------------
Special Abilities
--------------------
Goliath Druid
+3 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Destructive Smite +4 (7/day) (Su) Make a melee attack with morale bonus to damage.
Druid (Goliath Druid) Domain (Rage) Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not been implemented yet.
Face Nature's Might (Ex) +4 to saves vs. spell-like and supernatural abilities of giants.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Rage (9 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (11 hours, 4/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Alter Self: Large giant) (Su) As a standard action, take humanoid (giant) form.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Trapper Ranger
Favored Enemy (Evil Outsiders +4) (Ex) +4 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs. Favored Enemy (Giants) foes.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Feats:
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shapeshifting Hunter Add your druid and ranger levels for favored enemy
Half-Elf Racial:
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Vital Strike Standard action: x2 weapon damage dice.
Traits:
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Magical Knack (Druid [Goliath Druid]) +2 CL for a specific class, to a max of your HD.
Magic Items:
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.

DM Mathpro |
Did we ever get a verdict on background skills from unchained? I'm going to take know:history for RP reasons and am just wondering how many useful skills I'll be able to afford...
I'd be willing to give it a try. I've never played with that rule system(haven't implemented any unchained stuff in my games yet). But I think to make things fair everyone would have to use this skill system. Is that something everyone wouldn't mind adopting?