Against the Giants (Inactive)

Game Master chillblame

Raiding and destruction in Sterich. Heros are needed.
greyhawk gods


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Grand Lodge

I can edit the deity and alignment that my character uses. No big deal. At first I wanted to pick a deity that would allow a bow. But Dwarves can take a -1 Non-Proficiency on a single weapon per level. So, I will use that instead and pick a deity more aligned with others in the party.

I present to you Mazrak the Forlorn.

Chillblame, I can pick the deity most aligned with the party once you have a general selection of players.

But in general, this is an adventure against giants, so Dwarves may be a favored race for most. Just saying....


Redid the character. Had a lot of fun with it, but now have a Scaled Fist Unchained Monk (1) Virtuous Bravo Paladin (6)

Overall he has 3 attacks. Against evil enemies it is Good Aligned Damage 3d6+16. Throw in AC26 (+3 with divine bond and +5 with 1 point of panache) and he can be quite tanky. I like the idea of going toe to toe with a giant in a Fist Fight, and this was the best I could do for it.

——

Edit: Also really happy to see a dwarf submission. We’re fighting giants! Plus all adventuring parties should have at least one dwarf. It’s a more important rule than having a healer.


Again Mazrak the Forlorn.


What about Feat Tax adjustments? If being under powered is a concern. You might like them.

>>> Elephant in the Room <<<

Silver Crusade RPG Superstar 2014 Top 16

Statement 1: I’ve been playing in Greyhawk since Bigby was an apprentice, Elf was a class, and THAC0 was all important.

Statement 2: I played in Greyhawk when it took multiclassing 3 ways (under bad multiclassing rules) to become a Bard, Rangers had 2d8 hit points at first level, and every class level had a title.

Statement 3: I played MASSIVE amounts of Living Greyhawk under the 3.0 rules, when Dwarves finally discovered magic.

Query: Thematically speaking, which of these arenas should we view this game? Would a magic using Dwarf be an oddity? Are all Halflings rogues? Etc.


You wrote:

chillblame wrote:

Er, um.

You ask the hard ones. :)
I think that if you have burned a feat on item creation, any items made by it will be half price. Still book standard items, please.

The first of December Australian time

in response to me asking :
pad300 wrote:
A further question, how do available item creation feats interact with starting wealth (if at all)?

I am a Brian...

There's a feat out there, called Ritual Hex . There is a hex out there, Fetish , "Fetish (Ex): The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic items permanently." There are a lot of other things that you can do as well... (eg Arcane Enlightenment)

Not to mention that just about every wizard has scribe scroll.


chillblame wrote:
MrMantis wrote:

Reaffirmint my interest, looking to build a sanctified slayer inquisitor - are we using PF1e Gods or Greyhawk/D&D gods?

I'm still new to the forums and getting the hang of here so apologies if some questions are obvious but we're able to use the SRD/PRD for character building, right?

First, yes we are using Greyhawk gods.

Second, you can use the pathfinder SRD/PRD, as long as you stick to the character-building instructions above. And remember no 3rd party stuff.

Also, don't apologise for asking questions. We were all new at this once.

Awesome, that helps knowing I won't have to dig up half my books.

I'm not super familiar with all of the Greyhawk gods but it shouldn't alter anything. I think I have the character/alias thing sorted out so fingers crossed I'll have something tonight.

Sczarni

You mention Core books, but include Occult.

Would a Bloodrager be appropriate here?

Thinking a melee focused Bloodrager/Dragon Disciple would be fun


psionichamster wrote:

You mention Core books, but include Occult.

Would a Bloodrager be appropriate here?

Thinking a melee focused Bloodrager/Dragon Disciple would be fun

In a later post he said "All standard, base, hybrid and occult characters.". Bloodrager is a hybrid, so I think you are good to go.

Grand Lodge

If we have a heavy martial party, perhaps a Skald would be fun to play...I am choosing between a Skald and a Bard, so I will probably lean towards the Skald if we have a primarily Strength-based front line (and especially if we have barbarians/bloodragers/etc).


chillblame wrote:
JohnnyBlack wrote:
Is an Unchained Rogue Kobold valid?

Unchained rogues are OK. I do like kobolds, but there will be some problems playing it. The people of the area consider them little better than vermin, and this could cause problems for you.

Understanding that, Do you still want to?

Yeah. I think he can manage...

Let me finish it, and show him to you.


It looks like we're leaning pretty divine heavy, which is kinda funny.

@Chillblame I think I understand how the alias system works but while I'm fiddling with it, my character's name will be Vrianna, a half-elf inquisitor sanctified slayer of Maraheine. What a mouthful.

I should have more soon, the alias system seems simple and straightforward, just don't want to get too ahead of myself and do something too noobish.


Morg "Tinker" Blackflame wrote:

What about Feat Tax adjustments? If being under powered is a concern. You might like them.

>>> Elephant in the Room <<<

No, use the standard feats please.


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Zahir ibn Mahmoud ibn Jothan wrote:

Statement 1: I’ve been playing in Greyhawk since Bigby was an apprentice, Elf was a class, and THAC0 was all important.

Statement 2: I played in Greyhawk when it took multiclassing 3 ways (under bad multiclassing rules) to become a Bard, Rangers had 2d8 hit points at first level, and every class level had a title.

Statement 3: I played MASSIVE amounts of Living Greyhawk under the 3.0 rules, when Dwarves finally discovered magic.

Query: Thematically speaking, which of these arenas should we view this game? Would a magic using Dwarf be an oddity? Are all Halflings rogues? Etc.

Statement 1 Yes, me too.

Statement 2 Fun times. Combat rounds were a minute long (still one attack) and magic users were very squishy at first level. And had one spell. Very different now

Statement 3 Yes, 3rd edition changed a lot

Query answer: I think the way we will do this is that some races are inclined to certain classes (cliched?) and that other classes are possible, but rarer. So a dwarven witch would be most odd, but not impossible. There would likely be societal pressures as well, so the above Dwarf witch would likely be an outcast from other dwarves, or at least ostracised. Dwarven wizards would likely be respected, but still rare. So here is my race prefered class list

Race to class:

Dwarf
common: Fighter, cleric, brawler, warpriest
rare but respected: wizard, barbarian, ranger (certain archetypes), bard, paladin, monk, alchemist, inquisitor, magus, skald, spiritualist
disliked: all others

Elf
Common: Wizard, fighter, rogue, Bard, Druid, cleric, ranger, magus
rare but respected: summoner, paladin, arcanist, hunter, shaman, swashbuckler, warpriest, psychic
disliked: all others
Halfling

common: rogue, fighter, cleric, bard
rare but respected: paladin, druid, hunter, ranger
disliked: all others.
Special note. Suspicious would not apply to the halflings extended family, due to community bonds (unless you want to of course), but to other halflings met.

human
Hybrid and occult classes and paladins are rare. Suspicion depends on local culture.
In Keoland, fighters, cavaliers, clerics and wizards are favoured, barbarians, witches, bloodragers and occult classes are disliked.
In Sterich, fighters, rangers, clerics and bards are respected. Witches and occult classes are not.
Paladins are liked everywhere of good nature.

!/2 Orc
Most look on these people, somewhat unfairly, as suspicous.
Common: Barbarian, fighter, brawler, skald, rogue
rare but respected: ranger, warpriest, cleric, slayer
Disliked: occult classes, arcane casters except for bard and skald

1/2 Elf
see either human or elf. pick one.

gnome
common: alchemist, sorcerer, wizard (illusionist), fighter, shaman
rare and respected: paladin, swashbuckler, summoner, mesmerist, kineticist
disliked none really. the others are just most rare

Other races I will take on a case by case basis

Living Greyhawk is a lot of material, and I have decided to use the KISS method here, so my brain doesn't explode. If there is an element of it you want to be included in some way, ask.


Campaign background is up.
background


pad300 wrote:

You wrote:

chillblame wrote:

Er, um.

You ask the hard ones. :)
I think that if you have burned a feat on item creation, any items made by it will be half price. Still book standard items, please.

The first of December Australian time

in response to me asking :
pad300 wrote:
A further question, how do available item creation feats interact with starting wealth (if at all)?

I am a Brian...

There's a feat out there, called Ritual Hex . There is a hex out there, Fetish , "Fetish (Ex): The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic items permanently." There are a lot of other things that you can do as well... (eg Arcane Enlightenment)

Not to mention that just about every wizard has scribe scroll.

If you have an item creation feat that covers a particular item, say a scroll, and it is in your level range (ie 7th max) and you have the prerequisites, then the item is half book price. But only choose items that are in the core books, please

edit. The books being used are below.


psionichamster wrote:

You mention Core books, but include Occult.

Would a Bloodrager be appropriate here?

Thinking a melee focused Bloodrager/Dragon Disciple would be fun

Core books includes

Core rulebook
All ultimate books
Advance race
advanced class
occult book

Various companion books can be accessed as well, for example, blood of fiends. Don't want to stymie all those tieflings and such out there
:)


JohnnyBlack wrote:
chillblame wrote:
JohnnyBlack wrote:
Is an Unchained Rogue Kobold valid?

Unchained rogues are OK. I do like kobolds, but there will be some problems playing it. The people of the area consider them little better than vermin, and this could cause problems for you.

Understanding that, Do you still want to?

Yeah. I think he can manage...

Let me finish it, and show him to you.

Cool. I look forward to it. If the party starts as a group (recommended, but not required) then having someone vouch for you will help. Of course, once in the dungeon, it might be a bonus (eg disguising oneself)

Also, for your background, kobold preferred classes. See the class note above
Kobold
Favoured: sorcerer, rogue, fighter, alchemist, cleric
rare, but respected: magus, oracle, summoner, witch, bard, kineticist
suspicious: all others


Awesome, thanks for the response! Zahir here! I offer up Brother Hawthorne.

Brother Hawthorne is a Scout Archetype full U-Rogue, that has specialized in the sap.

He is intended to be somewhat of a Joe Piscopo, Halfling of a Thousand Faces fellow, hauling around props to be several of the small races, gnomes, kobolds, goblins, etc. is 1gp per outfit reasonable? I’ve also got a stack of various holy symbols to be able to fit in.

I hope to play him very old school. Searching for traps, flanking, etc., so try not kill me for playing a style that Pathfinder doesn’t completely support anymore!

I’ll read your background stuff and give Brother Hawthorne some background.


I'm going to submit a dwarven ranger Dolgrym Giantfoe. He was originally built for a Giantslayer campaign. I'll need to update him to your build rules.

Would you consider using background skills?

Sczarni

Got a bit of an idea thrown together, but wanna run it by GM eyes first.

Bloodrager, Draconic bloodline, with a Pitborn Tielfing with the Pass for Human racial trait. Basically, he has red dragon blood in his lineage, and his trifling status is the result of a complex curse laid on him either as a child or in utero.

Hes been fighting to stave off the chaotic and evil impulses his natures give him, and throws himself into extremely dangerous situations as a form of penance and (unspoken) deathwish.

If that's not cool, I can work a more traditional race/backstory up, but that's what leapt to mind to start.


trawets71 wrote:

I'm going to submit a dwarven ranger Dolgrym Giantfoe. He was originally built for a Giantslayer campaign. I'll need to update him to your build rules.

Would you consider using background skills?

oops, forgot about those. Background skills are available, sorry for the forget


Brother Hawthorne wrote:

Awesome, thanks for the response! Zahir here! I offer up Brother Hawthorne.

Brother Hawthorne is a Scout Archetype full U-Rogue, that has specialized in the sap.

He is intended to be somewhat of a Joe Piscopo, Halfling of a Thousand Faces fellow, hauling around props to be several of the small races, gnomes, kobolds, goblins, etc. is 1gp per outfit reasonable? I’ve also got a stack of various holy symbols to be able to fit in.

I hope to play him very old school. Searching for traps, flanking, etc., so try not kill me for playing a style that Pathfinder doesn’t completely support anymore!

I’ll read your background stuff and give Brother Hawthorne some background.

Cool character. Brother Hawthorne, possibly in a heavy divine party. Interesting. The first part can be a rogues dream, provided he is not silly, and the loud thumper fighters and clerics give the game away.


psionichamster wrote:

Got a bit of an idea thrown together, but wanna run it by GM eyes first.

Bloodrager, Draconic bloodline, with a Pitborn Tielfing with the Pass for Human racial trait. Basically, he has red dragon blood in his lineage, and his trifling status is the result of a complex curse laid on him either as a child or in utero.

Hes been fighting to stave off the chaotic and evil impulses his natures give him, and throws himself into extremely dangerous situations as a form of penance and (unspoken) deathwish.

If that's not cool, I can work a more traditional race/backstory up, but that's what leapt to mind to start.

Interesting idea, with some good roleplay potential. Run it up and see what it is like.


Hay I would love to show some giants the sting of some long range arrows. My thought was to have him tracking down Giants for reward. You know a mercenary.

He is a catfolk rogue sniper. Looking to stay out of reach but still deal some damage. While still filling in some skill monkey and trap finding.

Full background to come.


Alright, I think I have this right, so here is Vrianna.

The backstory's a little wonky for right now since I'm not up to speed with Greyhawk as a setting (Hoping to fix that with some wiki diving) and inquisitor not really being on the elf or human list but right now the gist of Vrianna is that she travels around the more outlier settlements and attempting to aid them in the manner of a Mayaheine worshiper. Being oddly pragmatic in her thinking and worship means that sometimes help is assisting with repairs and sometimes is wholesale slaughter of a bandit camp - so long as the end result helps protect the people, how its achieved can be 'open to interpretation'

I realize I've made her sound more like a murderhobo than intended but given that as a class inquisitors are more morally flexible than paladins or clerics I'm aiming for more 'the ends justify the means' individual. She is lawful, after all.

MrMantis


Zahir ibn Mahmoud ibn Jothan wrote:
Statement 1: I’ve been playing in Greyhawk since Bigby was an apprentice, Elf was a class, and THAC0 was all important.

I played Basic, when Elf was a class. That was Keep on the Borderlands, or Lost City.... My older brother and his friend were elves. I had to be a halfling. I played ADnD in Greyhawk when Elves were a race, that had classes. THACO didn't come along until ADnD 2e. I didn't play that as it was bad.

Zahir ibn Mahmoud ibn Jothan wrote:
Statement 2: I played in Greyhawk when it took multiclassing 3 ways (under bad multiclassing rules) to become a Bard, Rangers had 2d8 hit points at first level, and every class level had a title.

Huh. I liked those Bards. Those multiclassing rules and requirements can be seen as the precursor of what would later become Prestige Classes. But ADnD Monks? Now that was baaaad.


Chillblame,

Nearly finished with Fergus. I have got to finish up buying gear and spin up what spells I want for him.

Will add in some more background to flesh out his ascension to 7th level. As I stated before since he was in the midst of starting Keep on the Borderlands I will probably step through that and the A series as background fluff.

I am building him out as a martial front liner or a guardian type with the ability to support the front liners.

Jack


HP roll 6d6 ⇒ (4, 5, 5, 1, 1, 4) = 20


REmember hit points are max for level one, and a minimum of 1/2 the hit dice+1.


chillblame wrote:
REmember hit points are max for level one, and a minimum of 1/2 the hit dice+1.

Does this include Level and Constitution bonuses for Hit Points?

As a side note, the character of Mazrak has been refined and ready for play, except I will wait to pick a deity that is more common with the overall party.


You had requested a picture of our characters. Here is one of Brother Hawthorne disguised as a centaur poorly disguised as an elf on a horse.


pad300 wrote:

HP roll 6d6

chillblame wrote:
Remember hit points are max for level one, and a minimum of 1/2 the hit dice+1.

Thank you for the reminder. I had maxed lvl 1, thus the 6 dice, but the minimum role on the rest I had forgotten; adds another 6 HP…

Sczarni

HP: 1d10 ⇒ 3 (6)
HP: 1d10 ⇒ 6 (6)
HP: 1d10 ⇒ 3 (6)
HP: 1d10 ⇒ 5 (6)
HP: 1d10 ⇒ 7 (7)
HP: 1d10 ⇒ 7 (7)

Total 38

Ebixus:
Ebixus
Male Pitborn Tiefling Bloodrager 7
CN Medium outsider (native) [counts as Humanoid (human) for spells/effects]
Init: +1; Senses: Perception +13, Darkvision
Speed: 40(30), Languages: Common

Defense
AC 23 (+10 Armor, +1 Dex, +2 Natural) Touch 12 FF 22
HP 73 (7d10+28)
Fort +8 Ref +4 Will +5
Resistance: Cold, Electricity, Fire 5; DR 1/-

Offense
Melee: +1 greatsword +14/+9 (2d6+8 19-20/x2) [Power Attack -2/+6]
[PowerAttack/VitalStrike: +14 (4d6+14)] [RagingPowerAttack/VitalStrike: +16 (4d6+17)]
Or 2 claws +12 (1d6+5) Or cold iron morningstar +12 (1d8+7)
Ranged: javelin +8 (1d6+5) Range: 30, Ammo: 6
BAB 7/2 CMB +12 CMD 23

Statistics
Abilities: Str 20 Dex 13 Con 14 Int 8 Wis 12 Cha 14
SQ: Favored Class: Bloodrager(HP), Fast Movement, Improved Uncanny Dodge, Blood Sanctuary (+2 vs spells cast by self or allies), Blood Casting, Claws (1d6, considered magic), Draconic Resistance (Resist Elec 5, NA +1)
SA: Bloodrage (18 rds/day, +4 morale to Str/Con, +2 Morale to Will, -2 AC),
SLA: Shatter 1/day, CL=Class Level
Traits: Beast Bully (Make Intimidate in place of Handle Animal to handle/push animal), Indomitable Faith (+1 Will), Steel Skin (don/remove heavy armor in half time, great helm grants +2 intimidate when worn with heavy armor)
Drawback: Stigmatized (-3 Diplomacy to gather info/improve attitude)
Feats: Power Attack, Weapon Focus (Greatsword), Eschew MaterialsB, Furious Focus, ToughnessB, Vital Strike
Skills: Climb +9, Intimidate +14, Disable Device +6, Perform (Sing) +12, Perception +13, Survival +11, Sleight of Hand +10
Combat Gear: Lesser Extend Rod [][][], pearl of power 1 [], alchemist fire (3), tanglefoot bag (2),
Scrolls: protection from evil (4), infernal healing (4), jump (2), mount (2), shield (4)
Equipment: +1 mithral fullplate, +1 greatsword, cloak of resistance +1, amulet natural armor +1, boots of the cat, cold iron morningstar, silver dagger, javelin (6), backpack, blanket, belt pouch, flint & steel, iron pot, soap, torches (10), trail rations (5), waterskin, masterwork thieves’ tools, rope (50’), grappling hook
Coin 34gp, 18sp, 20cp
Bloodline: Draconic (Blue)
Spells Known: CL 7, DC 12+Spell Level
1st:2/day enlarge person, feather fall, long arm, protection from evil, shield
2nd:2/day mirror image, see invisibility

Description: Ebixus is a fairly slight man, standing 5’6” tall and weighing only 155 lbs. When unarmored, he is pale skinned, with very light brown hair and unnaturally bright blue eyes. In certain lighting conditions, his eyes appear to shine like that of a dog or cat reflecting in the darkness. He typically wears pristinely maintained full-plate armor, with a greathelm bearing the stylized face of a snarling demon over his head. He travels fairly lightly, with a heavy bladed greatsword sheathed next to a well-worn traveler’s backpack and a small quiver of long wood-shafted javelins. A long dagger sits opposite a dark metal morningstar on his belt. He wears no insignia of house or mercenary company, but obviously carries himself like a man used to long military campaigns or merc contracts.

Background: Approaching 65, no-one looking at Ebixus would guess his age correctly. He has the fit body and clear skin of a human in his 20s, at the latest. His demeanour, however, is much more controlled and disciplined than almost any of that age. Born to a nomadic tribe in the are of the Icewind Dale, he had a fairly normal infancy and early childhood, up until around the age of 6. At that time, his family started realizing Ebixus was much stronger and resistant to the elements than he should be, and could move about in pitch blackness without an issue. Thus began his slow descent to the outskirts of society. He remained with his tribe until his 20s, learning to hunt and trap and survive in the wilderness, since he was all but shunned by the rest of the group. Upon reaching his adulthood, and starting to realize something of the deep welling rage and magic in his blood, he set out into the world. Trying to master his emotions and the inherent rage and impetus to destroy, he sought out martial training with armies and mercenary bands, picking up tricks and skills alongside his traveling companions.

Now much more confident in his abilities and powers, Ebixus continues to adventure and travel, seeking out ever greater challenges and dangers, in the hope to finally master his inborn rage or succumb to a threat too large to handle.

Picture, but with much more human appearing head and no tail

Liberty's Edge

Looking to submit a wizard...I do not see one as yet (or maybe just missed it) Awesome set of adventures!!


Ooh, I'd like to throw my hat in the ring if it's not too late? I'll work on a character ASAP.


psionichamster wrote:

[dice=HP]1d10 (6)

[dice=HP]1d10 (6)
[dice=HP]1d10 (6)
[dice=HP]1d10 (6)
[dice=HP]1d10 (7)
[dice=HP]1d10 (7)

Total 38

I didn’t interpret Chillblame’s post as stating you could roll, and use 1/2 HD + 1 as a lower limit. I read it as written that it’s 1/2 HD + 1 for every level but the first. Did I miss an updated post on this?


Brother Hawthorne wrote:
psionichamster wrote:

[dice=HP]1d10 (6)

[dice=HP]1d10 (6)
[dice=HP]1d10 (6)
[dice=HP]1d10 (6)
[dice=HP]1d10 (7)
[dice=HP]1d10 (7)

Total 38

I didn’t interpret Chillblame’s post as stating you could roll, and use 1/2 HD + 1 as a lower limit. I read it as written that it’s 1/2 HD + 1 for every level but the first. Did I miss an updated post on this?

I read it as that is his hard rule as well. I dropped the HP that I rolled and set Fergus up with the 1/2+1 for every level after 1st concept as I read it as you did.

Sczarni

ALLENDM wrote:
Brother Hawthorne wrote:
psionichamster wrote:

[dice=HP]1d10 (6)

[dice=HP]1d10 (6)
[dice=HP]1d10 (6)
[dice=HP]1d10 (6)
[dice=HP]1d10 (7)
[dice=HP]1d10 (7)

Total 38

I didn’t interpret Chillblame’s post as stating you could roll, and use 1/2 HD + 1 as a lower limit. I read it as written that it’s 1/2 HD + 1 for every level but the first. Did I miss an updated post on this?

I read it as that is his hard rule as well. I dropped the HP that I rolled and set Fergus up with the 1/2+1 for every level after 1st concept as I read it as you did.

fair enough, just means a loss of 2hp, I can modify easily


I missed that to.
Hit Points: 1d8 + 3 ⇒ (3) + 3 = 6=8
Hit Points: 1d8 + 3 ⇒ (5) + 3 = 8
Hit Points: 1d8 + 3 ⇒ (2) + 3 = 5=8
Hit Points: 1d8 + 3 ⇒ (2) + 3 = 5=8
Hit Points: 1d8 + 3 ⇒ (4) + 3 = 7=8
Hit Points: 1d8 + 3 ⇒ (5) + 3 = 8
Max level one hp stays the same.


Sorry for the HP confusion, that was my fault. Use the rolled method since some have already. I thought I said one thing and I said another. Apologies.


Stiehle wrote:
Ooh, I'd like to throw my hat in the ring if it's not too late? I'll work on a character ASAP.

No not too late


Glad to hear you're running this CB, love classic 2nd edition! I'll be submitting a half-orc STR magus, working on the background.
HP roll: 6d8 + 8 ⇒ (3, 2, 8, 8, 8, 5) + 8 = 42 without Con or favored class bonus.


chillblame wrote:
Sorry for the HP confusion, that was my fault. Use the rolled method since some have already. I thought I said one thing and I said another. Apologies.

Roger!

Hit Points: 1d8 ⇒ 3 5
Hit Points: 1d8 ⇒ 6 6
Hit Points: 1d8 ⇒ 6 6
Hit Points: 1d8 ⇒ 8 8
Hit Points: 1d8 ⇒ 5 5
Hit Points: 1d8 ⇒ 8 8


Lucendar wrote:

Glad to hear you're running this CB, love classic 2nd edition! I'll be submitting a half-orc magus, working on the background.

HP roll: 6d8+8 without Con or favored class bonus.

Glad to have you


6d10 ⇒ (3, 1, 1, 3, 8, 9) = 25
Lvl 1 Class: Scaled Fist Unchained Monk
Lvl 2 Class: Elementalist Shifter (Fire)
Lvl 3-7 Class: Virtuous Bravo Paladin
HP: 12 + 8 + 9 + 9 + 9 + 11 + 12 = 70

Reasoning: Eldric is a monastic Paladin of Pelor, the god of the sun. The Monk class represents him growing up in a temple of clerics and monks. The Elementalist Shifter Class gives him 1d6 Fire damage for all of his attacks, which I think thematically fits being a follower of the god of the sun. And virtuous bravo Paladin is because, well, he is a Paladin.

Aasimar Physical Characteristic: 1d100 ⇒ 4
Scaled Arms. How appropriate.

Background:

Eldric is a native of Niole Dra, the capital of Keoland. As a babe he was left on the footsteps of the temple of Pelor, and he was taken in by the priests within and monks within. The reason was clear: his arms and fists were scaled, like that of a reptile. Or a dragon. His parents couldn’t bring themselves to raise a child with such a deformity, but the holy men of the temple had no such qualms.

His world for most of his life was just the temple. He grew from being a child to a young man, and step by step he learned the secrets of Pelor. It was on his eighteenth birthday that he finally mastered the art of calling forth Pelor’s light when striking a blow.

As he completed his training, refugees began appearing in Keoland. They fled Sterich and the darkness that grew within. Like the other members of his order he did what he could to see to the sick and wounded. But in doing so, he also heard of call to Istivin, where men of strong arm and hearts were to muster.

He requested the head of the temple to allow him leave. He argued with passion that the sun of Pelor shined on all the land, and that it was his duty to duty to bring light to the darkness. The request was granted...he finally left the temple compound for the first time in his life.

Also pretty excited to see how the build plays out.

Damage: 1d6 (base) + 2d6 (holy vs evil) +1d6 (fire) + 4/5 (Dex) + 4 (Piranha Strike) +5 (precision) = 4d6+14 (3 attacks)

I think I’ve got his numbers up to the point where he can compete with two-handed martials.

——-

Eldric is a tall and lean man. With his bald head and monastic robes, the only thing that truly makes him stand out is his arms. As scaled now as they were at his birth, he takes no effort to hide them. If anything, they have proven useful in that they are as hard as steel. Meaning that he can punch with the force of a steel-gauntlet and turn away blows which would otherwise lead to amputation.

He is a kind and generous, if naive, man. Possessed with deep faith in his god, he tends to see the good in everyone. He is also determined to make his ‘family’ proud, by putting his faith into action.


chillblame wrote:
Sorry for the HP confusion, that was my fault. Use the rolled method since some have already. I thought I said one thing and I said another. Apologies.

Cool! I had really good rolls! :)


Daniel Stewart wrote:
Looking to submit a wizard...I do not see one as yet (or maybe just missed it) Awesome set of adventures!!

You have competition...


Looks like it's dice time!

HP: 1d8 + 2 ⇒ (2) + 2 = 4
HP: 1d8 + 2 ⇒ (8) + 2 = 10
HP: 1d8 + 2 ⇒ (5) + 2 = 7
HP: 1d8 + 2 ⇒ (8) + 2 = 10
HP: 1d8 + 2 ⇒ (5) + 2 = 7
HP: 1d8 + 2 ⇒ (2) + 2 = 4
HP: 1d8 + 2 ⇒ (4) + 2 = 6

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