Against the Giants (Inactive)

Game Master chillblame

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


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I went ahead and added a Deity note to my character sheet. He pays homage to Beory and Berei - in general by respecting the wilderness and doing what he can to protect the people that likewise show the proper respect to the land.


@chillblame - sent you a pm


I missed a couple of things.

So rolls are for HP now.
And did I read correctly, Background skills are a thing ?

DM Chillblame, it has been a while, and I cannot find my books. :(
Can you send a PM with the Dwarven Deities ?

Will have a profile done up by tomorrow. :(

HP Level 2: 1d8 ⇒ 6
HP Level 3: 1d8 ⇒ 8
HP Level 4: 1d8 ⇒ 6
HP Level 5: 1d8 ⇒ 7
HP Level 6: 1d8 ⇒ 7
HP Level 7: 1d8 ⇒ 6


Pathfinder Adventure Path Subscriber

If you check the link at the top of the page under the campaign description. the gods are listed there. Scroll down a bit and you will find the dwarven gods.


1 person marked this as a favorite.

I originally had Ehlonna in my profile and character sheet but now that you pointed out the gods list I changed it to Garl Glittergold. It's a gnomish god that's more up her alley with her obsession with crafting jewelry.


As requested, the full detail on Vakmu's Spirit Animal, Clackers the scorpion.

Spirit Animal:
Vakmu’s spirit animal is a scorpion, the same on that stung him as part of his initiation ritual to shamanhood. At the time, the sting provoked visions, as the spirits charted Vakmu’s possible futures. It is a standard Greensting Scorpion, no archetype. It often clings to his earlobe, pretending to be an ear ring, where it can scurry back inside the armoured familiar box attached to the back of his helmet in an instant.

Clackers
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +10
Defense
AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 34(1/2 masters HP, effectively 7 HD)
Fort +2, Ref +5, Will +5

Offense
Speed 30 ft.or fly 5’
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse (Bonus)
Skills Climb +7, Perception +1, Stealth +15, Diplomacy +3, Spellcraft +6, Use Magic Device +3, Ride +6, K Arcana +6, K Planes +2, K Nature +2, K Religion +2, K History +6, Linguistics +6 ;

Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Initiative: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster.
Spirit Animal: The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Dark Archive

Shareeda kind of NEEDS to choose a deity, so I'm going to go with the Old Faith. I had that on her Hero Lab workup, but it seems not to have been recorded above, so there you are.

And she has an animal companion, Darkscale, a viper. Stats can be provided if needed.


Pathfinder Adventure Path Subscriber

Please. Stating out companions and familiars saves problems later


Pathfinder Adventure Path Subscriber

Ok, since the recruitment seems to be nearly done, with no new entries for a bit, I'm going to call this on Monday 18th. Anyone who wants to enter has till then. Several characters have still not submitted, so they will have till then.
There some great characters here, and I am eager to see them in action.
The game will start on the 19th.


Chillblame, for your convenience, All of Vakmu's stuff in one post:

Vakmu Blackhorse

Concept:
A battlefield control caster (“God” Wizard), built with a Shaman chassis, because I like hexes. Think some of the squad mages from the Malazan Books of the Fallen – shamans, who are actually mages with warrens…

Background:

Vakmu’s folk originally come from the pomarj. They were part of a mixed (1/2 orc and human) tribal group, that was despised as mulattos by both the orcs, nor the humans. They were forced to flee as refugees, as part the violence surrounding Turrosh Mak’s rise to power. Those were dark days for the clan, with many kin lost to who knows what end (Finding you Kin)
Unable to settle in Ulek, they ended up in Gran March, on the border of the Dim Forest, in the shadows of the darker fey (Fey Thoughts). The shamans cast the runes when he was born, first of the tribe in the new land, and felt he was destined for great things (fate’s favored)
Physically, he was smaller and weaker than most of the tribe. Inevitably, he was bullied, where he became quick to react (reactionary). But he found his own path, becoming a shaman through apprenticeship with his uncle (Shaman’s Apprentice). He memorized the lineage of the clan (Keeper of the Ancestral Scrolls), and learned his mathematics (mathematical prodigy).
It was his uncle that put on his sacred tattoos (Sacred Tattoo), when he came of age, and undertook his shamanic initiation ceremony – where he was ritually stung by a scorpion, to induce visions of possible futures. That particular scorpion became his spirit animal. His wander-years began, searching for wisdom to bring back to the tribe. In truth, he may be lost to the tribe; civilization is seducing him with its comfort and scholarship (Hedonism). Not to mention, he has always had a bit of an urge to see what is over the next hill...

Stats:

Vakmu Blackhorse
N Male ½ Orc (Sacred Tattoo, Fey Thoughts, Shaman’s Apprentice)
Shaman 7
Init +7 = +1 (Dex) +2 (Trait) +4 Familiar
Speed 30 ft
Darkvision 60 ft

Defense
AC : 19 = 10+1 (dex) + 2 (Shield) + 6 (armor)
HP: 67 + 12 Temporary HP (False Life) = 8+38+7 Trait +14 Con
Fort +8 = +2+2(luck)+2(Con)+2 Enhancement
Ref +7 = +2+2(luck)+1(Dex)+2 Enhancement
Will +14 = +5+2(luck)+5(Wis)+2 Enhancement
CMD : 16

Offense

BAB : +5
Melee: Morningstar +6 1d8+1 or Cestus +6 1d4+1
Ranged: Light Crossbow +6 1d8
CMB : +6

Spells Prepared (typical traveling loadout)

L0 (DC 15, 4) : Guidance, Detect Magic, Virtue, Detect Poison
L1 (DC 16, 6): Frostbite X2, Murderous Command, Fallback Strategy, Liberating Command, Nature’s Path
L2 (DC 17,4) : False Life (precast, extended w/rod) , Barkskin, Focused Scrutiny, Sickening Entanglement
L3 (DC 18, 3) Thorny Entanglement, Communal Resist Energy, Sylvan Hideaway
L4 (DC 19, 2) Thirsting EntanglementX2

Spirit Magic : 1st [ ] 2ed [ ] 3ed [ ] 4th [ ]

Stats
Str 12 (2)
Dex 12 (2)
Con 13 (3) +2 enhancement = 15
Int 14 (5)
Wis 15 (7) +2 Racial +1 (lvl 4) +2 enhancement = 20
Cha 14 (5) +2 enhancement = 16

Feats : Endurance (Shaman’s Apprentice), Extra Traits (1st), Amplified Hex (3ed), Ritual Hex (Slumber) (5th), Accursed Hex (7th)

Traits : Hedonism (drawback), Keeper of the Ancestral Scrolls (race Trait), Mathematical Prodigy (Magic Trait), Fate’s Favored (Faith Trait), Reactionary (Combat, extra Traits), Finding Your Kin(Campaign, extra traits)

Skills (4+2(int)+ /lvl) + 2 FCB (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (7, +13), Spellcraft (7, +12), Perception (7, +15), Use Magic Device (7, +13), Ride(3,+7), K(Arcana) (7, +13), K Planes (3,+8), K Nature (3,+8), K Religion (3,+8)

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
K History (7, +13) , Linguistics, (7,+9)

Languages : Common, Orc, Draconic, Giant, Sueloise, Ancient Balklunish, Old Oeridian, Flan, Terran, Celestial, Aklo, Undercommon

Special Abilities :
Spirit (Heavens), Spirit Animal (see below), Hex: Silkstring Snare (2), Hex: Charm (4), Wandering Spirit (Typically Lore : Monstrous Insight ), Wandering Hex (Confusion Curse)

Spirit Abilities : Stardust,

FCB Cleric Spells added: Murderous Command(3ed), Liberating Command (4th), Fallback Strategy (5th), Burst of Radiance (6th), Resist Energy (Communal)(7th), For the future: Invisibility Purge (8th), Blessings of Fervor (9th), Freedom of Movement (10th)

Equipment:
Weapons: Cestus, Morningstar, Dagger, Underwater Light Crossbow, 20 bolts

Armor:
Darkwood Heavy Wood Shield 257gp
Agile Masterwork Breastplate 550

Equipment
20 playing cards sized wooden planchettes with pre-cast Woodland Runes on them. They are programmed not to effect anyone/anything displaying all 3 of the following symbols:
5 planchettes with pre-cast symbols of mirroring on them, programmed to only affect those displaying the same 3 symbol combination. – 500 gp
1 planchette with a pre-cast Symbol of Laughter on it, programmed as per Woodland Runes. – 1000 gp
Planchettes are kept individually wrapped in sheets of paper, which are labelled.
Spirit gum to stick planchettes to surfaces, for example, a breastplate.
A set of 12 necklaces (fits up to large creatures, can be multiply looped to fit smaller creatures), that display the aforementioned 3 symbol combination (Arcane Mark, symbol of Boccob, symbol of Farlaghan)

Metamagic Rod of Extend (Lesser) 3000 gp
Metamagic Rod of Reach (Lesser) 3000 gp
Cloak of Resistance +2, 2000*
Headband of Mental Prowess +2 (Wis, Cha) 5000gp*
Handy Haversack 1000gp*
Belt of Mighty Constitution +2 2000 gp *
Ring of Sustenance 2500 gp
Snapleaf 375gp*
Travellers AnyTool 125gp*
Aegis of Recovery 750gp*
Wand of Cure Light Wounds (50) 750 gp
* items are ½ cost due to Ritual Hex > Fetish > Craft Wondrous Item
Spring Loaded Wrist Sheath (wand of CLW)
Explorer’s outfit, 2 sacks, bedroll , blanket, hammock , 100 ft hemp rope , String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, 2 x waterskin (filled), Divine Focus, spell component pouch (X2, 1 in the haversack), mess kit, Tattooed Divine Focus, 2 blank books, journal, notebook, quill, ink, several bottles of fine wine, some good drinking glasses, 2 pipes, smokeweed, 4 partially books of collected poetry (in Flan, Suel, Old Oeridian and Ancient Baklunish) that he has transcribed, cold weather gear, swarmsuit, armoured familiar box, lockable from the inside (attached to the back of his helmet).
Book of occult lore (150gp – focus component for ritual hex)

119 gp worth of assorted coinage. 50 gp worth of gemdust for scribing symbols

Description:
An Image, as requested:
Studying at home.
Vakmu’s clearly a bit of an outdoorsman, his weathered grey-tinged skin is tanned with a bronze tint. He has many visible tattoos, mostly arcane symbology (enough study and a high enough K(religion) or K(arcane) will reveal they are a) a large sacred tattoo and b) a tattoo’ed holy symbol ) His black hair is going grey, perhaps prematurely (he is only 27, but ½ orcs are not long lived); he is not vain enough to dye it. He has hazel eyes, small tusks, and an old scar on one cheek. For a ½ orcs, he is small-ish and slim, 6’ and 188 lbs. His gear is well cared for, but plain. You could take him for a mercenary soldier, perhaps one with some experience, a sergeant or such because of his apparent calm.

Demeanour:
He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is a devoted scholar and linguist, who has come to love poetry in many languages. He is quick to pull out a good bottle of wine, his pipe, and to lose himself in one of the books of poems he has transcribed from many sources. Still, he has the ability to concentrate on a project, especially those involving scholarship or magic..

Gods :
Obviously, Vakmu is a shaman, and thus a pantheistic spirit worshiper. In terms of gods, his primary spirit is Heavens, which would be Celestian's portfolio. He commonly select Lore as his wandering spirit, which would correspond to Boccob, but obviously that can vary enormously.
The deities themselves tend to be open minded, taking worship in whatever form it comes. The organized churches can be much less so...
Like most mercenaries, he will keep oaths sworn in the name of the Brothers (Hieroneous and Hextor), and the occasional "Kelanen protect me now!" when in the crack...

Spirit Animal:
Vakmu’s spirit animal is a scorpion, the same on that stung him as part of his initiation ritual to shamanhood. At the time, the sting provoked visions, as the spirits charted Vakmu’s possible futures. It is a standard Greensting Scorpion, no archetype. It often clings to his earlobe, pretending to be an ear ring, where it can scurry back inside the armoured familiar box attached to the back of his helmet in an instant.

Clackers
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +10
Defense
AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 34(1/2 masters HP, effectively 7 HD)
Fort +2, Ref +5, Will +5

Offense
Speed 30 ft.or fly 5’
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse (Bonus)
Skills Climb +7, Perception +1, Stealth +15, Diplomacy +3, Spellcraft +6, Use Magic Device +3, Ride +6, K Arcana +6, K Planes +2, K Nature +2, K Religion +2, K History +6, Linguistics +6 ;

Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Initiative: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster.
Spirit Animal: The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.


GM, I am going to be on vacation from the 23rd to the 30th so it would not be fair to get selected, if that occurred, and then disappear for a week. I will withdraw Raeza from consideration. Have a blast!


GM Chillblame, the guts of the profile will be filled out later, as I currently cannot transfer the guts of the profile from my work desktop to my tablet.


Pathfinder Adventure Path Subscriber

Death-lok@ fair enough, and have a good break.

Bruneor anvilbreaker@ no problem.


Okay, well, ISPs are garbage, but at least I can post again.

GM Vrianna's sheet is ready to be checked out.


Pathfinder Adventure Path Subscriber
Vrianna wrote:

Okay, well, ISPs are garbage, but at least I can post again.

GM Vrianna's sheet is ready to be checked out.

Nice. But an inquisitor with a negative charisma score? And no intimidate? Who could have heard of such a thing?

:D
One slight nitpick. Very slight. Alchemical silver weapons drop a point of damage. Your dagger should reflect this.


Pathfinder Adventure Path Subscriber

Still needs some updating, gods mostly, but seems good

Characters completed
Fergus Dragancara Human Paladin (divine Defender) 7 – Bahamut
Jeeves Human Fighter (lore warden) 2/Investigator (empiricist) 5 – none noted
Eldric Lightbringer Aasimar Virtuous Bravo Paladin (5) Scaled Fist Unchained Monk (1) Elementalist Shifter (1)
Seltyn Sevenleaf Elf Wizard (admixture evoker) 7 - Corellon Larethian, Sehanine Moonbow
Horek Varshot Human Barbarian 1 / Ranger 6 (skirmisher) – not noted
Fenla Welci Gnome Arcanist (brown fur transmuter) – none noted
Shareeda Duskeyes ½ Elf (Drow) Druid (cave Druid) – none noted
Mazrak the Forlorn Dwarf Oracle 7 – Several
Vakmu Blackhorse ½ Orc Shaman 7 – none noted
Fitzroy Delhume Elf arcane trickster 3/unchained rogue 1/illusionist (deception) 3 – none noted
Brother Hawthorne Halfling Rogue (scout) 7 – None noted
Naji bin Caedmon Human Cleric (Ecclesitheurge) 7 – Istus
Alistair Orm Human Wizard 7 – none noted
Runqar Male catfolk rogue (sniper) 7 – none noted
Ebixus Male Pitborn Tiefling Bloodrager 7 - none noted
Elnaril LLikas ½ Elf Summoner (soulbound) – none noted
Vrianna ½ elf inquisitor (sacred slayer) 7 - Mairheim

Characters underway
Me’mori Medium (fiend keeper) – character under development
Bruneor Anvilbreaker Dwarf Warpriest 7


Pathfinder Adventure Path Subscriber

17 characters. Looks good


chillblame wrote:
Vrianna wrote:

Okay, well, ISPs are garbage, but at least I can post again.

GM Vrianna's sheet is ready to be checked out.

Nice. But an inquisitor with a negative charisma score? And no intimidate? Who could have heard of such a thing?

:D
One slight nitpick. Very slight. Alchemical silver weapons drop a point of damage. Your dagger should reflect this.

I mean, stabbing someone to death is pretty intimidating... :P

I'll fix the dagger ASAP - Just felt good to get the sheet finally done. Mythweavers isn't a phone friendly site.


Pathfinder Adventure Path Subscriber

It's not very urgent. Your character is a interesting variation, one reason I like pathfinder.


Profile Complete
For your consideration


chillblame wrote:

Ok, since the recruitment seems to be nearly done, with no new entries for a bit, I'm going to call this on Monday 18th. Anyone who wants to enter has till then. Several characters have still not submitted, so they will have till then.

There some great characters here, and I am eager to see them in action.
The game will start on the 19th.

Have you (and your friend) decided how many tables will run?

Silver Crusade

Just found this.. fellow aussie here.

I'm making an Elven Divination Specialist..

Very haughty and precise, holds himself as better than all the other because well he is, he can use the inner eye to see what others cannot and his usefulness is unmatched.

I'll get an alias and such done up with a background once i've researched the greyhawk elvses a little. If there's time as well.. seems like alot of submissions.


Pathfinder Adventure Path Subscriber

you have about 24 hours


Pathfinder Adventure Path Subscriber

I am running two tables, and my friend one. He may start a little later than me. I'm busy stating encounters, pretty much done the hill giant, working on frost. The awesome part about this is once done, I'll have it ready for my weekly game. Though that might be a while.


chillblame wrote:
I am running two tables, and my friend one. He may start a little later than me. I'm busy stating encounters, pretty much done the hill giant, working on frost. The awesome part about this is once done, I'll have it ready for my weekly game. Though that might be a while.

Excellent, you're going to be busy!


I am submitting Rommin for consideration for one of the tables.

The nostalgia of the Giant series made me want to make a character inspired by that era, a wilderness loving elven fighter/magic-user. In practice, he functions as a scout/ranger. If he is included in at a table lacking a trap finder sort, I can switch out to get the Trap Finder Trait and max out the disable device skill.

Here’s an image I think captures what I envision him to look like.

Rommin is a devout follower of Solonor Thelandira, the elven god of hunting. He is strongly motivated to squash any threat that may spill over to his new adopted home in the Good Hills, and the more diverse the group he is working with, the better. His background and his stats are in this profile.

I will update his profile with the stats for his thrush familiar shortly. Edit: Wisp, his thrush familiar, is now in his profile as well.

Hit Points 10 + 1d10 + 5d6 ⇒ 10 + (9) + (4, 1, 6, 3, 1) = 34

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Patron deity:
Jeeves prefers not to push his religion on anyone else, especially not when his patron and master worships someone else. If asked directly he is quite evasive, but eventually admits that he is quite fond of Boccob.

Side note: If chosen for one of the games, Jeeves would prefer to serve any noble PC in the group. If none of the PCs has a noble background, he would prefer to be in the employ of a Lawful PC.


had to change some equipment to fit his background


Look forward to seeing the table breakdown


A minor edit to equipment,

Equipment:

20 playing cards sized wooden planchettes with pre-cast Woodland Runes on them. They are programmed not to effect anyone/anything displaying all 3 of the following symbols:
5 planchettes with pre-cast symbols of mirroring on them, programmed to only affect those displaying the same 3 symbol combination. – 500 gp
1 planchette with a pre-cast Symbol of Slowing on it, programmed as per Woodland Runes. – 1000 gp
Planchettes are kept individually wrapped in sheets of paper, which are labelled.
Spirit gum to stick planchettes to surfaces, for example, a breastplate.
A set of 12 necklaces (fits up to large creatures, can be multiply looped to fit smaller creatures), that display the aforementioned 3 symbol combination (Arcane Mark, symbol of Boccob, symbol of Farlaghan)

Metamagic Rod of Extend (Lesser) 3000 gp
Metamagic Rod of Reach (Lesser) 3000 gp
Cloak of Resistance +2, 2000*
Headband of Mental Prowess +2 (Wis, Cha) 5000gp*
Handy Haversack 1000gp*
Belt of Mighty Constitution +2 2000 gp *
Ring of Sustenance 2500 gp
Snapleaf 375gp*
Travellers AnyTool 125gp*
Aegis of Recovery 750gp*
Wand of Cure Light Wounds (50) 750 gp
* items are ½ cost due to Ritual Hex > Fetish > Craft Wondrous Item
Spring Loaded Wrist Sheath (wand of CLW)
Explorer’s outfit, 2 sacks, bedroll , blanket, hammock , 100 ft hemp rope , String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, 2 x waterskin (filled), Divine Focus, spell component pouch (X2, 1 in the haversack), mess kit, Tattooed Divine Focus, 2 blank books, journal, notebook, quill, ink, several bottles of fine wine, some good drinking glasses, 2 pipes, smokeweed, 4 partially books of collected poetry (in Flan, Suel, Old Oeridian and Ancient Baklunish) that he has transcribed, cold weather gear, swarmsuit, armoured familiar box, lockable from the inside (attached to the back of his helmet).
Book of occult lore (150gp – focus component for ritual hex)

119 gp worth of assorted coinage. 50 gp worth of gemdust for scribing symbols


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Rommin Hawkridge wrote:

I am submitting Rommin for consideration for one of the tables.

The nostalgia of the Giant series made me want to make a character inspired by that era, a wilderness loving elven fighter/magic-user. In practice, he functions as a scout/ranger. If he is included in at a table lacking a trap finder sort, I can switch out to get the Trap Finder Trait and max out the disable device skill.

Here’s an image I think captures what I envision him to look like.

Rommin is a devout follower of Solonor Thelandira, the elven god of hunting. He is strongly motivated to squash any threat that may spill over to his new adopted home in the Good Hills, and the more diverse the group he is working with, the better. His background and his stats are in this profile.

I will update his profile with the stats for his thrush familiar shortly. Edit: Wisp, his thrush familiar, is now in his profile as well.

Hit Points 10+1d10+5d6

Nice character.

Grand Lodge

Neutral good halfling Unchained Rogue/Inquisitor of Yondalla?


Pathfinder Adventure Path Subscriber

Why not?

Recruitment closes in 4 hours, 50 min (or so).
Give me a day to sort the characters, And I'll let everyone know.


I'm not going to have my character done in time. Is your friend going to open a separate recruitment or just use this one?


Pathfinder Adventure Path Subscriber

That is likely.
I am going to give a 12 hour extension here, as I am a bit delayed. Third table recruitment will after that.

Dark Archive

Shareeda, now with familiar/animal companions data!

Shareeda Duskeyes:

Female half-elf (Half Drow) druid (cave druid) 7 (Pathfinder RPG Advanced Player's Guide 99)
N Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
hp 66 (7d8+21)
Fort +8, Ref +4, Will +9; +2 vs. enchantments, +0 bonus vs. exceptional, supernatural, and spell-like abilities of oozes and aberrations, +1 trait bonus vs. natural environmental hazards
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 scimitar +8 (1d6+3/18-20) or
. . spear +6 (1d8+1/×3)
Special Attacks wild shape 1/day
Druid (Cave Druid) Spells Prepared (CL 7th; concentration +11)
. . 4th—reincarnate, strong jaw[D,APG] (DC 18), sword to snake (DC 18)
. . 3rd—cure moderate wounds, neutralize poison, poison[D] (DC 17), sleet storm
. . 2nd—animal trance[D] (DC 16), bear's endurance, bull's strength, campfire wall[APG], heat metal (DC 16)
. . 1st—charm animal[D] (DC 15), flare burst[APG] (DC 15), frostbite[UM], hydraulic push[APG], produce flame, snowball[UW]
. . 0 (at will)—detect magic, flare (DC 14), light, purify food and drink (DC 14)
. . D Domain spell; Domain Serpent domain[UM]
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 11, Wis 18, Cha 12
Base Atk +5; CMB +6; CMD 19
Feats Aspect of the Beast[APG], Natural Spell, Skill Focus (Spellcraft), Voice Of Beasts[UW], Wild Speech[UM]
Traits forlorn, survivalist
Skills Handle Animal +10, Heal +8, Perception +15, Spellcraft +10, Stealth +9, Survival +15; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ elf blood, lightfoot, nature bond (Serpent domain[UM]), resist subterranean corruption, slither, tunnelrunner, venom immunity, wild empathy +8
Combat Gear potion of cat's grace (2), potion of cure moderate wounds (2), potion of owl's wisdom; Other Gear +3 leather armor, +2 scimitar, spear, ring of protection +1, ring of sustenance, 23 gp
--------------------
Special Abilities
--------------------
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Druid (Cave Druid) Domain (Serpent) Granted Powers: You serve ancient serpentine mysteries whose coils still encircle the world.
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.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Lightfoot (Ex) Cannot be detected with Tremorsense
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Resist Subterranean Corruption (Ex) +2 save vs. abilities of oozes or aberrations.
Slither (7/day) (Ex) Free, +2 to escape grapple, AC for move AoO & no pen in tight space for 1 rd.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Tunnelrunner (Ex) Move through rubble and squeeze through narrow passages at normal speed.
Venom Immunity (Ex) Immune to poisons.
Voice of Beasts Can speak with animals while in wild shape form.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (5 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape
--------------------
Shareeda was born as the product of a daliance between a human mother and a drow father. Taken in by her mother, she grew up isolated and ostracized by humans becaue of her heritage. Her mother, a ranger, taught her the ways of the wild and a healthy respect for all living things. As a youngster, her mother was surprised to see her playing with a deadly viper! Her mother panicked, but the snake did the girl no harm.

Shareeda was attracted to the darkness of the earth and spent much of her free time exploring caves. Her mother worried that this had something to do with her heritage, but did not prohibit it, knowing that a child must be given some freedom to grow. As she grew, Shareeda began to feel a kinship to the animals that she encountered.

At the age of 19, Shareeda bid her mother goodbye and went out to find her way in the world. Since that time, her adventures have taken her far and wide, but she never neglects to stop in to see her mother whenever she is nearby.

Darkscale:
Viper (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +14
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 33 (1d8-1)
Fort +4, Ref +5, Will +6
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +10 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 4, Dex 17, Con 8, Int 9, Wis 13, Cha 2
Base Atk +5; CMB +6; CMD 13 (can't be tripped)
Feats Weapon Finesse
[b]Tricks
Attack, Down, Heel, Sneak, Withhold Venom
Skills Acrobatics +3 (-1 to jump), Climb +11, Handle Animal +2, Heal +2, Perception +14, Spellcraft +3, Stealth +25, Survival +5, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
Languages speak with animal (same kind only), speak with master
SQ attack, down, empathic link, heel, poison, sneak, withhold venom
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Climb (20 feet) You have a Climb speed.
Deliver Touch Spells (Su) Deliever master's touch spells.
Down [Trick] The animal will break off combat on command.
Empathic Link (Su) You have an empathic link with your master.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 12) Viper Poison: Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sneak [Trick] Creature stays hidden.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Swim (20 feet) You have a Swim speed.
Withhold Venom [Trick] Companion can withhold from injecting poison with natural attack.


Dolgrym Giantfoe should be updated for your build rules. I don't know much about greyhawk so the background is a bit generic.

Hit Point Rolls:
HP 2: 1d10 ⇒ 8
HP 3: 1d10 ⇒ 2
HP 4: 1d10 ⇒ 4
HP 5: 1d10 ⇒ 8
HP 6: 1d10 ⇒ 8
HP 7: 1d10 ⇒ 2


Trying to finish.

hp 2: 1d8 ⇒ 3=5
hp 3: 1d8 ⇒ 1=5
hp 4: 1d8 ⇒ 6=6
hp 5: 1d8 ⇒ 5=5
hp 6: 1d8 ⇒ 6=6
hp 7: 1d8 ⇒ 3=5


Pathfinder Adventure Path Subscriber

1 hour and 12 minutes left


Need to clean up reused alias.


Pathfinder Adventure Path Subscriber

And time.
Thanks for all the characters guys. I will sort out the tables ASAP.


Pathfinder Adventure Path Subscriber
Shae Oakenshield wrote:
Need to clean up reused alias.

Just in time


Pathfinder Adventure Path Subscriber

Ok, here is the final list. If I have missed anyone, please let me know

Sorting party mixes now

Characters completed
Fergus Dragancara Human Paladin (divine Defender) 7 – Bahamut
Jeeves Human Fighter (lore warden) 2/Investigator (empiricist) 5 – none noted
Eldric Lightbringer Aasimar Virtuous Bravo Paladin (5) Scaled Fist Unchained Monk (1) Elementalist Shifter (1)
Seltyn Sevenleaf Elf Wizard (admixture evoker) 7 - Corellon Larethian, Sehanine Moonbow
Horek Varshot Human Barbarian 1 / Ranger 6 (skirmisher) – not noted
Fenla Welci Gnome Arcanist (brown fur transmuter) – none noted
Shareeda Duskeyes ½ Elf (Drow) Druid (cave Druid) – none noted
Mazrak the Forlorn Dwarf Oracle 7 – Several
Vakmu Blackhorse ½ Orc Shaman 7 – none noted
Fitzroy Delhume Elf arcane trickster 3/unchained rogue 1/illusionist (deception) 3 – none noted
Brother Hawthorne Halfling Rogue (scout) 7 – None noted
Naji bin Caedmon Human Cleric (Ecclesitheurge) 7 – Istus
Alistair Orm Human Wizard 7 – none noted
Runqar Male catfolk rogue (sniper) 7 – none noted
Ebixus Male Pitborn Tiefling Bloodrager 7 - none noted
Elnaril LLikas ½ Elf Summoner (soulbound) – none noted
Vrianna ½ elf inquisitor (sacred slayer) 7 – Mairheim
Shae Oakenshield Dwarf Warpriest 7 – Moradin
Dolgrym Giantfoe Dwarf Ranger 7 – Moradin
Bruneor Anvilbreaker Dwarf Warpriest 7 - Clangadin Silverbeard’
Rommon Elf Ranger 2/Wizard (Diviner, Foresight) 5 - Solonor Thelandira


Pathfinder Adventure Path Subscriber

21 characters. Wow


Some people just really hate giants! ;)


chillblame wrote:
21 characters. Wow

Looks pretty typical for an AP-equivalent sequence:

https://paizo.com/campaigns/v5748p75ivkss/recruiting&page=6#266
has 28 submissions, with a couple of slots pre-filled

https://paizo.com/campaigns/v5748p75ivks9/recruiting&page=6#252
had 22 submissions, although several were incomplete

It's nice that you (and your friend) are running multiple tables; really improves the odds for a submission.


I've been kicking around a jungle-based adventure in my head. I just can't find a map system to use.


Based on some of the comments, I think it also shows how many of us on here have been playing since the 70's and 80's and want to replay for nostalgic reasons or to play a classic module(s) they never got to play back in the day.


AGamer70 wrote:
Based on some of the comments, I think it also shows how many of us on here have been playing since the 70's and 80's and want to replay for nostalgic reasons or to play a classic module(s) they never got to play back in the day.

For myself, that's exactly right! I GM'd this entire series when I was in my early teens (waaaaaay before D&D was cool!), and now about 35+ years later I'd love to be on the player side! Fortunately for me, my memory is cruddy anyway - trying to remember what I did last week is tough enough!

Dark Archive

AGamer70 wrote:
Based on some of the comments, I think it also shows how many of us on here have been playing since the 70's and 80's and want to replay for nostalgic reasons or to play a classic module(s) they never got to play back in the day.

DING! DING! DING! That is exactly why I want to play. Always a DM, never got to experience the series as a player. I own all the modules, up to and including Q1, but I have never gotten to play them; just run them.

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