GM Greaek's Giant Slayer (Inactive)

Game Master Greek Stronghammer


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I am looking for 4 players to kill some giants in an epic run of the giant slayer adventure path
Character Creation Will start at first level, with
-25 point buy
-PHB races only
-All class
-Archetypes are allowed
-Hero points activated
-Background skills activated
-Two Traits, One must be from the Giant Slayer Player's guide.
-Applications are due on the 13, as i want to stay the game asap
Look forward to seeing your amazing apps


Will do an application for a dwarven scholar bard, because they look super interesting!


I’m potentially interested. I’m in a Giantslayer game right now that seems to have died just at the beginning of book two. I’ll poke it a couple of times, but if it’s well and truly dead, I’ll repurpose the character I’m playing in that game (a Mad Dog Barbarian) for this one.


I'm in the same stalled game as Ouachitonian - and so I'm in the same boat (literally). But since he's bringing *his* barbarian over (got here first, he did), I'll submit something else.


I should mention also that I'm away from home and probably won't be able to send in a final submission until the 11th at the earliest.


Starting gold? And are alternate racial traits ok?


Max from class, and yes


I feel like making a dwarven ranger, but that might be too tired. Maybe a dwarven paladin? That could be fun, potentially. Or a gnomish paladin!


Will be submitting a Nature's Fang (melee) Druid to serve as a scout/trapfinder.


Ooh, this is perfect for that halfling monk I've always wanted to run.


Interested. Probably a gnome sorcerer (Fey bloodline), maybe with Seeker archetype to help with traps.


Good evening, please see the partial submission - a dwarven scholar, stonesinger, and semi-competent bard who fights giants! Background to come later once I can nail a few things down.

Jorani Earthshadow:

Dwarf bard (dwarven scholar,stonesinger) 1 (Pathfinder Player Companion: Heroes of the Darklands 11)
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dwarven dorn-dergar +2 (1d10+3/×2)
Ranged shortspear +2 (1d6/×2)
Special Attacks bardic performance 7 rounds/day (distraction, fascinate [DC 13], War Chant )
Bard (Stonesinger) Spells Known (CL 1st; concentration +4)
. . 0 (at will)—detect magic, grasp, mending, sift[APG]
. . 1 (2/ day) - cure light wounds, heightened awareness
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 15, Int 14, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Combat Reflexes, Exotic Weapon Proficiency: Dwarven Dorn-Dergar
Traits orphaned by giants, strength of the land
Skills Acrobatics -1 (-5 to jump), Climb +3, Diplomacy +4, Intimidate +4, Knowledge (arcana) +3, Knowledge (dungeoneering) +7, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7 (+9 on checks that pertain to dwarves or their enemies), Knowledge (local) +7, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +7 (+9 to notice unusual stonework), Perform (oratory) +4, Sense Motive +7, Stealth +3, Survival +4 (+6 to track vs. humanoids of the Giant subtype); Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon
SQ bardic knowledge +1, earth magic, giant hunter[ARG], stone song (100 feet via tremorsense, 30 feet), tremor (-1 AC, 30 feet)
Combat Gear Other Gear lamellar (leather) armor[UC], dwarven dorn-dergar, battleaxe, shortspear (3), backpack, bedroll, belt pouch, canteen[UE], flint and steel, grappling hook, ink, inkpen, journal[UE], mess kit[UE], silk rope (50 ft.), soap, trail rations (5), 20 gp, 9 sp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Earth Magic Treated as having the Eschew Materials feat while touching natural or manufactured stone.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Stone Song (100 feet via tremorsense, 30 feet) (Su) Allies with tremorsense benefit from your performances within 100 ft per level.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Studied Insight A dwarven scholar uses her Wisdom modifier instead of her Charisma modifier to determine all class features and effects relating to her bard class, including her bardic performance ability, bonus spells per day, the maximum spell level she can cast, and the save DCs of her spells.
Tremor (-1 AC, 30 feet) (Su) Give enemies within 30 ft a -1 circumstance penalty to AC.
War Chant (Su) At 1st level, a dwarven scholar can use her performance to inspire the martial prowess of the ancient dwarves in her allies. The dwarven scholar selects a single combat feat she knows. Allies affected by this performance gain the benefit of this feat for as long as the performance is maintained. To be affected, an ally must be able to perceive the dwarven scholar’s performance. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat by the dwarven scholar’s allies while using this ability counts toward the dwarven scholar’s feat’s daily limit.


Interested. Maybe a beast rider(cavalier), mountain Druid, or a titan mauler barbarian.
I’ll get something cooked up this week.

I am GMing a Giantslayer right now. We are on book 3, which I took over at because the last GM left. Hope that’s not a problem.


I will get something worked up.


I have a beast-wrestler brawler that’s pretty much ready to go. I’ll have it ready to go soon.


Do all classes mean Path of War?


Dotting


Cleric of Torag, ready to go. All there in the profile.

I didn't assume any pre-game crafting of armor. It would save some money, but we have max gold already and I didn't want to be greedy.

I thought about making a gnome Fey sorcerer, but I was kind of hoping we might get an all-dwarf party.


I'll throw Thuradin's helm into the ring.
Thuradin Drackenforge, Dwarven Warpriest of Torag. I'll need to work on the background but should get it done in the next day or so.


Introducing Bjorn the Bold, Ulfen beast-wrestler, warrior-poet, and lover of ale!

Stats:

Bjorn the Bold
Male human (Ulfen) brawler (ulfen beast-wrestler) 1 (Pathfinder Player Companion: Advanced Class Origins 10, Pathfinder RPG Advanced Class Guide 23)
CG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +5 (1d6+4)
Ranged sling +3 (1d4+4)
Special Attacks martial flexibility 4/day
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 11, Cha 12
Base Atk +1; CMB +5 (+7 grapple); CMD 17 (19 vs. grapple)
Feats Combat Reflexes, Improved Grapple, Improved Unarmed Strike
Traits glint-tongued, vexing defender
Skills Acrobatics +5 (+9 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Bluff +1 (+2 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Climb +6, Diplomacy +2 (+3 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Disguise +1 (+2 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Intimidate +7 (+8 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Linguistics +2, Perception +4, Perform (sing) +2 (+3 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Swim +6
Languages Common, Giant, Orc, Skald
SQ brawler's cunning, martial training
Other Gear studded leather, buckler, sling, sling bullets (10), backpack, bedroll, belt pouch, flint and steel, folding pole[UE], hemp rope (50 ft.), piton (6), small tent, trail rations (5), waterskin, 100 gp, 2 sp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.

Backstory:

Bjorn was born in Kalsgard, where the skalds sing of ancient days around roaring mead-hall fires. His mother died in childbirth, and his father was a Blackraven from Hagreach who he barely knew or saw, but was expected to follow in the footsteps of. As a boy, he loved to wrestle, often besting those who went against him. It was through this passion he met a man named Hargrim. Hargrim was a beast-wrestler, taking on the greatest of beasts with his bare hands in hopes of being sung of by the skalds, and took Bjorn under his wing, becoming something of a father figure. Bjorn will readily recount many happy days spent with the Hargrim, learning to fight and sing. But at the age 15, his father took him to Hagreach, separating from the life he knew. He was forced into the Blackravens and trained with them for a few years, before being initiated into their ranks. On his first patrol, the group of recruits he trained with encountered a troll warband. The battle was short and fierce, and the other rangers on his patrol were slaughtered. Bjorn was disarmed by one of the trolls, his sword ineffectualy lodged in the rapidly regenerating side of the beast. He remembered the stories told by Hargrim, and lept at the troll, grabbing it by the neck and clinging on for dear life, eventually forcing the troll into unconsciousness. In that moment he knew his true path, he would wrestle the greatest beasts to the ground and prove his superiority. He fled Hagreach back to Kalsgard, and learned that Hargrim had travelled to the Hold of Belkzen after Bjorn was taken. And so Bjorn set out to the Hold of Belkzen to fight the great beasts there and hopefully find his mentor and friend. In his wandering he discovered the town of Trunau and decided it was an excellent place to base his adventures out of.

Appearance and Personality:

Appearance: Bjorn is a tall and muscular Ulfen man with strong arms covered in intricate blue runic tattoos. Long blond hair cascades over his shoulders and a great beard is artfully braided and fastened with gold clasps. He wears simple leather armor under the clothes of an Ulfen warrior. He wears a backpack bulging with equipment of all sorts, and the sling hanging at his waist is his only visible weapon. He also carries an iron tankard engraved with the holy symbol of Cayden Cailean, as a reflection of his faith in the god of adventuring and alcohol.

Personality: Bjorn is, like many Ulfen warriors, boisterous and loud. His great goal in life is to wrestle a linnorm into submission, and will not give up until a linnorm is at his mercy, or he lies dead in the snow. He has a great love of poetry and creative insult-crafting, and often tells great tales of his family's history of raiding and sailing. As a devotee of Cayden Cailean, he believes that life is hard, and to combat that one must drink harder. More than once he has taken on a foe with one hand, and held a tankard of mead in the other. He can be struck by outbursts of intense longing , often sparked by reminders of his lost youth. Despite all this, he is kind and compassionate, and will fight to the death to protect those he cares about.


Hi DM! Here's Dommer, an old salty Dwarf with a sixth sense for danger and will for adventure. I'll be completing the profile on the next days, finishing the background and other stuff. Dommer is a classic Dwarf Fighter :)


As promised, here’s some background on Jorani.

Spoiler:
Jorani is a young dwarf that originally trained to be a cleric of Torag at his birth city of Janderhoff. While disciplined, Jorani could not stay in one place long enough to finish his training. He was too busy traveling to the surface, collecting stories about the origin of the dwarves and mingling with the surface races. To encourage him to learn more stories, his parents relocated to a small town just outside of the city.

Jorani is a handsome (for a dwarf) young dwarf with tanned skin and blond hair and beard, both intricately braided. He wears scholarly clothes and frequently has a book with him, even while traveling. He smiles easily and is friendly to almost everyone he meets, but has a relatively rigid code of honor that requires insults be met in battle and or settled over rhetoric. Jorani has experiences with a range of cultures, and is less insular than many other dwarves, but deeply appreciates dwarven culture for it’s consistency and history.

Jorani took very strongly to earth magic and feels comfortable only when he is touching the ground. His favored tutors of Torag were those that themselves favored earth in their portfolio, and he has a knack for earth magic normally outside of the purview of a bard.

Outside of Janderhoff, tragedy struck in the form of a foolish hill giant attack, and his family was killed. The hill giants were driven off easily, but it left Jorani with no family and a lasting grudge against giants, even if he is rational and knowledgeable enough to realize that not all giants are villainous. He also knows a bit of history, and that giants are not incorruptible. Even the friendliest species of giant has fallen prey to foul magics.

Jorani is traveling on a caravan to Trunau to learn more about giantkind and sell his eclectic mercenary services. He figures that any chance he has to expose himself to new cultures will help him understand dwarves better.


Dotting. Got a dwarven wizard or a dwarven wizard/barbarian that I'll have to decide between and fix up.


Ok...I'll bite! How about a Half-Orc Fire Kineticist?

=)


hhhmmmm, I'm going to dot, I've been putting together a half-orc barbarian, let me put a backstory together for him that works in the AP.


Q. Do all classes mean Path of War?+Ok...I'll bite! How about a Half-Orc Fire Kineticist?
A. Lemme revise my thing. No Path of War, Psionics, or Occult classes
Q. I am GMing a Giantslayer right now. We are on book 3, which I took over at because the last GM left. Hope that’s not a problem.
A. If you can resist the temptation to metagame


Greetings! I am submitting this character for your Giantslayer game, a half-dwarf/elf archer and follower of Erastil. Details are in her profile, but here's the highlights.

About:
Name: Kílien (pronounced "KY-lee-ann") Halfelven
Race: Dwarf (Adopted: Elf)
Alignment: Lawful Good
Deity: Erastil
Class: Monk (Qinggong Monk / Zen Archer)

Background:
Kílien was born and raised in a small elven village in the mountains, the product of a union of two star-crossed lovers, her mother (an elf) and her father (a dwarf). Having come of age, she has been sent by the council of elders to warn the people of increased giant activity in the surrounding lands-- and also, secretly, is hoping to find evidence of her father, who was exiled from elf and dwarf lands and is supposed to have lived in Trunau for several years, according to a letter she received from him when she was a young girl.

She has been raised a traditional elven warrior, but she has a strange mystical connection to the earth and mountains from which she draws inner strength that is alien to most of her kin. The priest of Erastil in her village calls it her "better self," and encouraged her to practice her skills on her own in the wild. All her life growing up she has never felt as though she truly belonged there, and so she leaped at the chance to go on this adventure.


Appearance:
Kílien is very short for an elf, with a stocky build and less elongated features than are common among her people. Even her ears are only barely pointed, and her hair is bright red-- strange, disturbing. Like other elven warriors she rarely goes anywhere without a bow and a quiver of arrows. Her voice is unusually deep and full of gravel, when she deigns to speak at all. She wears a small wooden amulet in the shape of Erastil's holy symbol, but besides her pack and a pouch at her belt she appears to be completely and comfortably unencumbered.


Ok...How about a Half-Orc (Unchained) Summoner?

I'm thinking his eidolon would be very dragon-like.


I will raise my ax to this quest.


Dotting for a Half-Orc Goliath Druid (perfect suggestion from the player's guide). He was a rancher, but a tribe of giants killed his family and all but one bison. Its his favourite that he had already trained well. The two of them are currently refugees in the town that he used to trade milk and hide with. But he has sworn vengeance to all giants and will infiltrate their midst...


Hi DM Greaek, I plan on submitting an half-orc Bloodrager, but would like to know beforehand your opinion on the combination between the feat Fast Healer and the Blood of Life ability for Spelleater Bloodragers - do you allow them to stack?

Or in other words, does Fast-Healer (feat) trigger from the fast healing provided by Blood of Life?


I'll say yes


Sweet! Thanks!

In that case I present Grond - a fated warrior sent to travel the land on a vision from the tribe Shaman. His first stop coming down from the mountains is Trunau :D

I've got a lot of fluff for him in my head, and will be posting it as soon as I can - for now, the basic crunch:

Grond:

Grond
Male half-orc bloodrager (primalist, spelleater) 1 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder RPG Advanced Class Guide 15, 84, 85)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +6, Ref +4, Will +5
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee cold iron morningstar +4 (1d8+3) or
. . dagger +4 (1d4+3/19-20)
Special Attacks bloodrage (7 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 15, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Alertness, Diehard, Endurance
Traits dwarf-trained, fate's favored
Skills Climb +3, Craft (weapons) +5, Handle Animal +5, Intimidate +5, Knowledge (arcana) +5, Perception +7, Sense Motive +3, Survival +5
Languages Common, Giant, Orc
SQ fast movement, orc blood, spell catalyst
Other Gear scale mail, heavy wooden shield, cold iron morningstar, dagger, masterwork backpack[APG], weaponsmithing tools
--------------------
Special Abilities
--------------------
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher.

And

Sonic (couldn't resist it), his familiar :D:

Sonic CR –
Hedgehog (protector) (Pathfinder RPG Ultimate Magic)
CG Diminutive magical beast (animal)
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 6 (1d8-2)
Fort +0, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +0; CMD 5 (9 vs. trip)
Feats Athletic, Bodyguard[APG], Combat Reflexes
Skills Acrobatics +3 (-1 to jump), Climb +9, Handle Animal -1, Intimidate -1, Perception +5, Stealth +19, Survival +2, Swim +5
SQ empathic link, loyal bodyguard, spiny defense
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link (Su) You have an empathic link with your master.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While r


Going to admit, can't get my idea to jell properly, so going to have to bow out.


It's a wonder how often a night of sleep can suddenly give you the answer to how to build the character. Question, Underfoot Adept does not have an unchained monk replacement scheme. It seems in most of the archetypes that don't have the equivalent ability in unchained they just replace the next ki power in that set. Would it be ok to have the improved underfoot grace replace the 6th lvl ki power? If so, I can make this character work.


Yes that would be just fine


Perfect. I give you Sal, the monk of Apsu.

All pertinent info is in the profile.


I'm considering making an invoker witch for this... But invoker replace the first level hex. Would you allow picking extra hex at level 1 despite not having gained the hex class feature yet?


Yes,i will allow that


Here is the crunch for my Blood Conduit Bloodrager. Going Draconic Bloodline choosing Green Dragon. I am in the air if I want to work my way into the Dragon Disciple PrC, if I decide to do that it would be before the game starts and I would tweak my skills accordingly.

This is only my crunch, I will be getting my background in later today.


DM Greaek, My barbarian isn't coming together as I planned. You have plenty of fine applicants, I'm going to bow out of this one. Thank you for running the game and good luck everyone.


Hia :)
I have an interesting idea for this that doesn't usually fit anywhere else.
The idea is kinda contradictory, he is a Halfling Barbarian with a glave.
He is a short little guy with a big Napoleon complex so he trained himself to become as strong as he possibly can be and fights with the biggest weapons he can feasably swing, all to prove to everyone else that he is not a tiny little weakling.
However, he is still pretty small, and those weapons are not light nor compact :/ Often when he swings those weapons around, they swing him right back! As such he often fights with an overtly wide and exaggerated form that is somewhat akin to a lopsided tornado :/ And his dizzying stride as he stumbles around is no better!

Basically, he is a Halfling Barbarian with the Titan Mauler archetype, high Strength, low Dex, the Cleave feat, and a good Acrobatics skill, and using a 2-handed reach weapon.
Since Cleave is only a standard action, he will intend to stay mobile with Acrobatics as he makes wide swings. He will probably also have a pretty lackluster To Hit as he will get a lot of negatives stacking against him, but the basic idea is to eventually wield a medium sized glave at level 4, pick up Lunge and maybe some movement boosting options.

That and at some point I would love to throw an angry little Halfling with a massive weapon right into a giants face >:D


Presenting Geim Bloodmaul, dwarven ranger for your consideration.

Are Drawbacks allowed for an additional trait?


I won't be able to make a character in time. I'll pass over this for now. Good luck.


will this be a 1/day post game? I'm asking, because I'm unwilling to do anything slower.


Albion here with the alias to go along with my submission.

Crunch and some background notes are written down - I'm thinking after the events described therein Grond may be just arriving in Trunau, or he may be already working for Sara Morninghawk at 'Clamor', the town's smithy?


Ideally this will be a post once per day
Drawbacks for an additional trait are allowed


Ideally this will be a post once per day
Drawbacks for an additional trait are allowed


Hope I'm not too late. Here is my dwarven wizard/barbarian for your consideration. He will be mostly wizard, but he is starting out as a barbarian because he didn't adjust well to wizarding school.

Helferick
NG Dwarf Barbarian 1

Crunch:
Stats:
STR: 15 = +15 base
DEX: 14 = +14 base
CON: 14 = +12 base, +2 racial
INT: 17 = +17 base
WIS: 12 = +10 base, +2 racial
CHA: 6 = +8 base, -2 racial

Speed: 30ft
Initiative: +2
BAB: 1
CMB: 3 = +1 BAB, +2 STR
CMD: 15 = +10 base, +1 BAB, +2 STR, +2 DEX

Defense
AC: 15 = +10 base, +2 DEX, +3 armor
Touch: 12
FF: 13

Fort: 4 = 2 base, +2 CON
Ref: 2 = 0 base, +2 DEX
Will: 1 = 0 base, +1 WIS

Offense
Dwarven Waraxe (2H): +3 (1d10+3, x3)
Dwarven Waraxe (2H, PA): +2 (1d10+6, x3)
Dwarven Waraxe (2H, rage): +5 (1d10+6, x3)
Dwarven Waraxe (2H, PA, rage): +4 (1d10+9, x3)
Shortbow: +3 (1d6, x3, range 60ft)

Skills
Acrobatics: 6 = +1 rank, +2 DEX, +1 trait, +2 misc
Appraise: 3 = +3 INT
Bluff: -2 = -2 CHA
Climb: 1 = +2 STR, -1 misc
Diplomacy: -2 = -2 CHA
Disguise: -2 = -2 CHA
Escape Artist: 1 = +2 DEX, -1 misc
Fly: 1 = +2 DEX, -1 misc
Heal: 1 = +1 WIS
Intimidate: -2 = -2 CHA
Knowledge (arcana): 4 = +1 rank, +3 INT
Knowledge (geography): 4 = +1 rank, +3 INT
Knowledge (history): 4 = +1 rank, +3 INT
Knowledge (nature): 7 = +1 rank, +3 INT, +3 misc
Knowledge (planes): 4 = +1 rank, +3 INT
Perception: 5 = +1 rank, +1 WIS, +3 misc
Ride: 1 = +2 DEX, -1 misc
Sense Motive: 1 = +1 WIS
Spellcraft: 4 = +1 rank, +3 INT
Stealth: 1 = +2 DEX, -1 misc
Survival: 5 = +1 rank, +1 WIS, +3 misc
Swim: 1 = +2 STR, -1 misc

Class Features
Fast Movement (Core 31): Your land speed is faster than the normal by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.*
Rage (Ex) (Core 32) (6 rounds/day): You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for a total of 6 rounds per day. You can enter a rage as a free action. While raging, you gain a +4 morale bonus to Strength, a +4 bonus to Constitution and a +2 bonus to Will saves, but take a -2 penalty to AC and cannot use skills or abilities requiring patience or concentration. You can end a rage as a free action - when you do you are fatigued for twice the time you were raging. You cannot enter a rage while fatigued or exhausted.

Racial Features
Defensive Training: +4 dodge to AC vs monsters of giant subtype.
Greed: +2 racial on Appraise for pricing non-magical goods with precious metals or gemstones.
Hatred: +1 racial to attacks vs orc and goblinoid subtypes
Hardy: +2 racial bonus on saves vs poison, spells and spell-like abilities.
Stability: +4 racial to CMD vs bull-rush, trip on the ground.
Stonecunning: +2 to Perception to notice unusual stonework.
Darkvision: 60ft

Traits
Vexing Defender: +1 trait bonus to Acrobatics* and it is a class skill. +4 trait bonus on Acrobatics to move through enemy's space without provoking attack of opportunity, if enemy is larger.
Magical Knack: Gain a +2 trait bonus to Wizard caster level, to max of character level.

Feats
Power Attack (Core 131): Can choose to take -1 penalty on melee attacks and maneuver checks to gain +2 bonus on all melee damage rolls (+3 for two-handed attacks)

Gear
Defense: Studded Leather
Offense: Dwarven Waraxe, Shortbow, Dagger, 20 arrows
Other: Wizard's Spellbook, Spell component Pouch, Backpack, Bedroll, 5 trail rations, waterskin, mess kit, Inkpen + ink, Scroll Case
Cash: 25gp, 1sp

Backstory:

Helferick was born into a clan of dwarves known for their wizards, and for a time it seemed as though he'd make a fine addition to their numbers. However, his temperament was not really suited to their arcane ponderings - although he took to his studies well, he lacked patience, and grew bored and frustrated at the long discussions over matters that he considered irrelevant. After one such incident in which he concluded an argument by punching a fellow student in the nose, it was decided that he would be better placed with the guardsmen. This seemed to be better at first - with training he was able to focus his emotions into being a more effective fighter - but after time he found that he missed magic. Unwilling to go crawling back to his wizarding teachers, he decided to set off on his own. Gathering up his old supplies, he left the clan and set off into the world.
Since leaving the clan, he's made his way by working as a guard with various merchants, travelling from town to town. He spends his off-time studying his magic and carving arcane symbols into his waraxe.


I am going to pull out of the running with my Bloodrager. I have decided to run a game instead. Thank you for my consideration. Good luck!!

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