Giantslayer: Anvil of Fire (revised)

Game Master Artofregicide

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Note: This thread contains massive spoilers for the Giantslayer AP. You've been warned.

Say what now?

For those who aren't aware (so all but 3 posters on the forums) I've been completely rewriting Book 5 of Giantslayer (which is somewhat fairly accused of being one of the worst chapters of AP ever written). I'd like to playtest my rewrite for enjoyment and difficulty, but be advised- while mostly finished, I haven't smoothed out all the rough edges.

I have linked to a Google Doc that contains my draft on the Adventure Path forum. Do not read it if you intend to play. It's fine if you've read, GM'd or played the AP as written. However, you must disclose this knowledge on your application.

Who is this weirdo?

I'm your friendly neighborhood Artofregicide. I've been on the forums since about 2015, but only started posting around 2017. I've been GMing for about 10 years, and PbP for 6. I used to post under the same name on Mythweavers but quit about 1.5 years ago due to life demands. I am running this game and one other game on the paizo forums. That's it, and I do not plan to add any others.

The Pitch

The giants match to war. The armies of the Storm Giant sweep across Varisia, unleashing the hordes of Belkzen and crushing all resistance in their path. Things look grim, as Janderhoff has fallen and Lastwall barely holds. Despite setbacks by a group of legendary heroes known as the "Heroes of Trunau", countless giants still flock to the banner of the Storm Tyrant.

Things have become far worse as the giants have acquired a new and powerful weapon, some magical capability that allows them to open temporary portals behind enemy lines. Thus elite troops of giants and their allies may strike where they will, avoiding walls and gates. The first use of this power was used to tip the battle of Janderhoff decisively in their favor.

You have determined that the culprit behind these attacks is none other than the fire giant king Tytarian Branderik, lieutenant to the Storm Tyrant and unifier of the fire giant tribes under a single banner. Furthermore, it has become clear that Tytarian is somehow sheltering the Storm Tyrant while he prepares a secret weapon which shall no doubt spell the doom for the small folk of Varisia, and likely Golarion.

You are one of the four heroes of Trunau, and the only hope standing between the giant tide and all Varisia. You, and your trusted companions.

You will begin in your hometown of Trunau, in the calm before the storm. There isn't much time left, so you'd better make the best use of it you can.

So grit your teeth, fasten your boots, and get ready for Giantslayer Book 5: the Anvil of Fire.

Applications

  • I will be accepting 4 applications and 4 backups. I will be recruiting until the end of the month or I am satisfied with the applications, whichever comes first.
  • Characters will start at 13th level (315,000 XP)
  • Standard WBL (140,000 gp), no item may cost more than 50% of starting wealth.
  • Crafting Discounts: up to 20% of your starting wealth. +10% cap increase for each additional creating feat, to a maximum of 50%. Be advised, time will be a precious resource and retraining creating feats is not allowed.
  • Point buy 15 (standard for APs)
  • All Paizo 15 RP and lower races allowed.
  • All Paizo classes and archetypes allowed.
  • Backstory, character description, and motivations/personality are required. 13th level characters don't appear out off thin air, so outline your character's previous accomplishments. Don't write two sentences, but also don't write a novel. Approximately 3-5 paragraphs, but use your judgement.
  • Your character is a famed giant slayer and one of the four Heroes of Trunau. You don't have to be born in Trunau, but it must be home to you. You are at a minimum trusted companions with the rest of the party.
  • All alignments are allowed. PVP, party infighting, and anything that could break forum rules are not.
  • No third party martials. No questionable builds or mechanics. Anything you use must be on either Archive of Nethys or the PFSRD. Optimizing is encouraged, but theory builds and broken combos are not. I will be using all most up to date errata.
  • Most encounters will be between CR+0 and CR+2. Expect your enemies to be cunning, proactive, and adaptable. Potentially, some encounters may be unwinnable and you may need to change your tactics. This is meant to be a challenge.
  • Unlike the AP as written, you won't be facing mostly fire giants. Expect a greater variety of foes, not all of which will be fire based. Outsiders, dragons, magic beasts, monstrous humanoids, constructs and undead will also be present.
  • Potentially, we may continue on to Book 6 and the final showdown with the Storm Tyrant. My rewrite if that book will be far less extensive.

    Expectations:

  • Consistency: Post 1/day, except weekends and holidays. Advanced warning of absences is strongly desired. I will hold myself to the same standards.
  • Commitment: I want every player to know they're signing up for the longhaul. Don't make a character you aren't interested in playing for a long time.
  • Independence: Players are responsible for their characters. I won't generally be double checking your work - this game is built on trust. But I have zero tolerance for blatant cheating.
  • Trust: Building off the above, I expect trust. All my rolls and combat tracking will be in spoiler tags for transparency. Don't read them without good reason.
  • Patience: PF1e is complex and we'll get things wrong (I know I will anyway). But once the hand is off the chess piece, 90% the will be no retcon. Extenuating circumstances are an exception, especially in the case of an error on my part leading to PC death in the same scene.


  • Dot here and ready to build a ranged damage dealer. I will present it to you with backstory as soon as possible. I think I started this AP once, but didn't get further than level 1, so I guess no problem with that.


    Dotting, I had a fun halfling bard/alchemist who reached 6th level before AP ended who was fun to play and hard to hit. Will upgrade him!


    I was in a giantslayer game that fell apart at level 1, so that’s not a problem. I’d love to try a higher level character. I know some DMs are wary of characters that focus on summoning, but I have the outline of a Dwarven monster tactician that would be thematically appropriate (I think?). Would such a thing be frowned upon?


    Litejedi wrote:
    I was in a giantslayer game that fell apart at level 1, so that’s not a problem. I’d love to try a higher level character. I know some DMs are wary of characters that focus on summoning, but I have the outline of a Dwarven monster tactician that would be thematically appropriate (I think?). Would such a thing be frowned upon?

    It's a powerful archetype, so much so I'm pretty sure it is banned in PFS, but I'm more worried about summons bogging the game down. The limit on one SMX spell being active at a time will help cut down on a bajillion dire space eagles flooding the board. So I'm okay with it.


    I had a Giantslayer game that came apart after book 1. I was playing a Mad Dog Barbarian witha think companion and an intent to go into Mammoth Rider Seems like it could be fun to give the giants a bit of their own medicine, riding a huge warbeast into battle. I think I’ll try that again.


    Ouachitonian wrote:
    I had a Giantslayer game that came apart after book 1. I was playing a Mad Dog Barbarian witha think companion and an intent to go into Mammoth Rider Seems like it could be fun to give the giants a bit of their own medicine, riding a huge warbeast into battle. I think I’ll try that again.

    I will say this is one of the few situations where a mammoth rider could be viable, since everything is giant sized.


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    I'm dotting for a thundercaller bard.

    EDIT: sorry, not a bard, cause I almost forgot I'm playing a shield bashing high level bard currently in a different PBP game.

    I'm going to make a Shoanti giant killer who uses Thunder and Fang, cause it's cool as heck.


    My thoughts exactly. This is the best AP for it, may as well make use of it.


    Sorry. Shall we assume 2-3 traits, with one of them being a Giantslayer Campaign trait? Background Skills?

    Also, I have no knowledge of the AP, so the only references to what has happened before book 5 are what you wrote on the first post. Please bear with me, this will make my background references a bit vague. Unless there's a place I can read what had happened so far without much danger of spoiler exposure.


    Jereru wrote:

    Sorry. Shall we assume 2-3 traits, with one of them being a Giantslayer Campaign trait? Background Skills?

    Also, I have no knowledge of the AP, so the only references to what has happened before book 5 are what you wrote on the first post. Please bear with me, this will make my background references a bit vague. Unless there's a place I can read what had happened so far without much danger of spoiler exposure.

    I knew I was forgetting something. Too bad I can't go back and edit at the post.

    In regards to traits, you get two and one must be from the player's guide.

    No background skills sadly.

    I'm leaving the events of the previous campaign somewhat vague, mostly because it's not really relevant to this book and would spoil some of the best parts of the AP for those who might want to play the actual thing someday. So you're free to reference whatever you want within the context of combating the forces of the Storm Giant.

    A quick summary of things that have definitely happened:

    The Heroes of Trunau have saved their hometown at least once. They've defeated several giant lieutenants of the Storm Tyrant and undermined his operations at every turn, sowing mayhem and terror amongst the giant ranks. They've also gained notoriety in the region as famous giant slayers.


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    Pathfinder Starfinder Society Subscriber

    Just chiming in to plug Art's game! I've been following his work on Book 5 in the Giantslayer subforum, and it's a heck of an improvement over the original book.


    Thank you, Artofregicide, I'll put myself to work ASAP.


    Cellion wrote:
    Just chiming in to plug Art's game! I've been following his work on Book 5 in the Giantslayer subforum, and it's a heck of an improvement over the original book.

    You are too kind! I've benefited hugely from your feedback and suggestions.


    Dotting. Interested, but will need to think on concepts...

    I own (and have read a Long Time Ago - don't remember much), the original AP. Never actually got to gm/play it.

    wrt to traits: Yes or No, Drawback for an extra trait?


    This sounds interisting, dotting. I'll come back once I have a solid concept.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    I'm intrigued; there aren't enough opportunities to do higher-level PBP (I'm playing through Giantslayer on the boards, but we're in Book 3 now).

    Are you looking for full build now, Artofregicide, or just backstory, character description, and motivations/personality (plus presumably some idea of race/class/archetypes)?


    pad300 wrote:

    Dotting. Interested, but will need to think on concepts...

    I own (and have read a Long Time Ago - don't remember much), the original AP. Never actually got to gm/play it.

    wrt to traits: Yes or No, Drawback for an extra trait?

    No drawbacks for extra traits, sorry.

    I knew I was missing a million things when I posted, and on the Paizo forums I can't go back and fix it.


    motteditor wrote:

    I'm intrigued; there aren't enough opportunities to do higher-level PBP (I'm playing through Giantslayer on the boards, but we're in Book 3 now).

    Are you looking for full build now, Artofregicide, or just backstory, character description, and motivations/personality (plus presumably some idea of race/class/archetypes)?

    There's just not enough high level play on the world, honestly. I actually enjoy it.

    I'd prefer a full build, but I'm more interested in characters than character sheets. A full build lets me know what I'm dealing with mechanically.


    How are we doing HP? Half rounded up, rolled, etc?


    Ouachitonian wrote:
    How are we doing HP? Half rounded up, rolled, etc?

    Two options, either you can take half hp (3.5, 4.5, 5.5 etc.) or roll away every level. If you roll, I'll roll as well and we'll take the higher total for all 13 levels.


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    OK, I'm pitching Vashta, a (former) Varisian fortune teller whose tale of woe led her twice to Trunau in the worst of circumstances, but with very different results.

    Vashta's crunch is in her profile. It's largely completed, though I haven't done gear yet. She's socially formidable outside of combat; in combat, she's a debuffer with some melee ability.

    Vashta's story:
    Vashta was born to a Varisian traveling family, one run by her grandmother, Besnik. Her early childhood was spent at her grandmother's side, learning about her people's mystic traditions. The older woman taught the girl about caravan life, and how she fit in with the family's history, and about the power of her very will. Tragically for Vashta, as her family's caravan crossed the Hold of Belkzen, it was attacked by giants. Nearly everyone was killed, Vashta only surviving thanks to her strange powers, which caused several giants to just overlook her. She and the few other survivors made their way to Trunau, where they stayed for months before eventually reuniting with another Varisian caravan, run by Vashta's aunt, Syeira. Unfortunately for the young Vashta, Syeira was less concerned with tradition and more interested in a simple living of swindling any marks with a pair of coins to rub together, not to mention willing to consort with various bands of Sczarni.

    Syeira soon realized the girl's talents, ones she had never bothered to learn from her own mother, and incorporated her into the family's cons across Ustalav, knowing she could weaken the wills of others with a glance and eventually get them to do even more of what Syeira wanted. Vashta was still just on the cusp of womanhood when her mother gifted her to the self-titled King of the Sczarni — Tobar Jardani. Vashta was having none of that and instead fled in the night, using the talents she'd learned from both grandmother and aunt to keep herself alive. But despite her skills, that drew attention, largely from other Varisians, many perfectly happy to deliver her to Jardani. Needing to leave the lands she'd spent much of her teen years in, she made her way back to Trunau, hoping to find some connection with her grandmother's spirit and some answers about what she should do with her life. She found that, inadvertently, when her stay at the Ramblehouse was interrupted by a mysterious death, and eventually an attack on the town.

    That fight for survival led to a series of further adventures and the dubbing of she and her companions as the Heroes of Trunau. It might be embarrassing ... if it weren't so well-deserved, of course. Her strange, Varisian magic proved formidable against the weak-willed giants, helping her do some good and get a measure of revenge for what had happened to the woman who raised her. She'd become a powerful spellcaster, and a decent swordswoman (if she did say so herself). Now she and her companions have returned to Trunau and she wonders if this is where she could -- or should -- settle, or if the Open Road will call again.

    I'm assuming she's basically played through earlier parts of Giantslayer, per your posts, and probably has formed a close bond with her companions. They'll get to see the real Vashta (who's still angry over her grandmother and family's death and was later raised to only see what people can do for her/what she can get from them), though strangers still see the happy fortune teller's mask she habitually dons.

    Mechanically, the idea came out of an earlier iteration of Vashta that was in a Jade Regent campaign that fell apart, so I'm curious to see how she plays. She's not the tankiest character, but I'm hoping she'll be able to avoid getting hit a lot of times, while still being able to help out on the front lines. I'm planning to try a swashbuckler without copious use of opportune parry and riposte, instead using dodging panache to get in close to larger foes and let her use her rapier to hopefully devastating effect. :)


    Vashta Denaria wrote:

    OK, I'm pitching Vashta, a (former) Varisian fortune teller whose tale of woe led her twice to Trunau in the worst of circumstances, but with very different results.

    Vashta's crunch is in her profile. It's largely completed, though I haven't done gear yet. She's socially formidable outside of combat; in combat, she's a debuffer with some melee ability.

    ** spoiler omitted **...

    I love her! Backstory is very nice, interesting mix of classes. Definitely let me know when your application is ready and I'll give it a closer look.


    Thanks. My thought honestly was to wait on gear until final picks are made, since that could change what she needs (other than a magic rapier; she'll definitely have a magic rapier). I can do it now, though, if you want.

    Regarding gear, a spoiler question based on earlier chapters of GS:

    Question:

    How are you planning to handle some of the artifacts from earlier in the AP? (Not that Vashta would probably be wielding any of them.)


    I like to take some chances. Let's roll.

    12d12 ⇒ (1, 10, 4, 11, 8, 7, 4, 11, 1, 6, 2, 7) = 72


    I present my boy Falric, a halfling alchemist who rolls out of bed with a 24 AC in his underwear. He is a defensive fighting machine and fully buffed with mutagen and spells, he can reach high 40s AC (48 vs giants) with no armor (bracers do not count! :)) So good luck hitting him! Add to that, he has spells and 75% negation of crits, he is hard to kill. He can pounce and fly. He can also disable traps, is super fast (+15 initiative with mutagen), stealthy, and has sneak attack without flanking as he has greater invisibility. He can buff allies with extracts and offensively, he is a crit fisher with his scimitar. And he's doing all of this with 8 Str! He is the full package. His equipment is done, only need to spend 4k gold. Only missing ring of evasion, for which he needs to save gold. His original back story is in the profile. Will update it for his achievements.

    Falric at 13th level:

    Falric
    Male halfling alchemist (beastmorph, vivisectionist) 12/bard (dervish dancer) 1
    CG Small humanoid (halfling)
    Init +12; Senses Perception +25
    --------------------
    Defense
    --------------------
    AC 24, touch 20, flat-footed 15 (+4 armor, +8 Dex, +1 dodge, +1 size)
    hp 93 (13d8+25)
    Fort +12, Ref +21, Will +12; +2 vs. fear
    Defensive Abilities fortification 75%
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee +1 holy scimitar +19/+14 (1d4+9/15-20 plus 2d6 vs. evil) or
    . . unarmed strike +18/+13 (1d2-1)
    Ranged mwk light crossbow +19 (1d6/19-20)
    Special Attacks battle dance: inspire courage, sneak attack +6d6 +2 Str damage
    Bard (Dervish Dancer) Spells Known (CL 1st; concentration +1)
    . . 0 (at will)—detect magic, light, prestidigitation, sift[APG]
    Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 12th; concentration +16)
    . . 4th—death ward, freedom of movement, greater invisibility (2)
    . . 3rd—burst of speed[UC] (2), haste, heroism (2)
    . . 2nd—barkskin (2), invisibility (3), lesser restoration
    . . 1st—negate aroma[APG] (DC 15), shield (5)
    --------------------
    Statistics
    --------------------
    Str 8, Dex 26, Con 12, Int 18, Wis 16, Cha 10
    Base Atk +9; CMB +7; CMD 26
    Feats Alertness, Brew Potion, Crane Style[UC], Dervish Dance[ISWG], Dodge, Extra Discovery[APG], Improved Critical (scimitar), Improved Unarmed Strike, Throw Anything, Weapon Finesse
    Traits dwarf-trained, fate's favored
    Skills Acrobatics +22, Craft (alchemy) +20 (+32 to create alchemical items), Diplomacy +9, Disable Device +26, Fly +14, Knowledge (local) +15, Perception +25, Perform (dance) +5, Sense Motive +5, Spellcraft +20, Stealth +28, Use Magic Device +16; Racial Modifiers +2 Perception
    Languages Abyssal, Common, Dwarven, Giant, Halfling, Orc
    SQ adaptable luck[ARG], alchemy (alchemy crafting +12), battle dance, beastform mutagen, discoveries (crippling strike, greater mutagen, infusion, preserve organs[UM], preserve organs[UM], preserve organs[UM], tumor familiar[UM]), fleet, mutagen (+6/+4/-2, +4 natural armor, 120 minutes), poison use, torturous transformation
    Combat Gear boots of speed, mutagen (greater)[APG]; Other Gear +1 holy scimitar, mwk light crossbow, belt of incredible dexterity +6, bracers of armor +4, cloak of resistance +3, headband of mental prowess +4 (Int, Wis), ring of sustenance, alchemist starting formula book, masterwork thieves' tools
    --------------------
    Special Abilities
    --------------------
    Adaptable Luck +3/+2 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
    Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
    Battle Dance (move action, 4 rounds/day) Battle dances can create bardic performance effects only on self.
    Battle Dance: Inspire Courage +2/+1 (Su) Morale bonus on some saving throws, attack and damage rolls.
    Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
    Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
    Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
    Dervish Dance Use Dex modifier instead of Str modifier with scimitar
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
    Fearless +2 bonus to save vs. fear (stacks with halfling luck).
    Fleet (Su) Gain an enhancement bonus to speed when battle dancing.
    Greater Beastform Mutagen Mutagen grants three beast shape II abilities.
    Greater Mutagen (Su) +4 nat AC, +6/+4 on two physical attributes, -2 on two mental attributes.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Infusion Create an extract can be used by anyone but takes up a slot until used.
    Mutagen (DC 20) (Su) Mutagen adds +6/+4/-2 to physical/mental attributes, and +4 nat. armor for 120 minutes.
    Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
    Preserve Organs 75% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 75% chance the damage is negated.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
    Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
    Speak with Familiar (Ex) You can communicate verbally with your familiar.
    Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


    Ouachitonian wrote:

    I like to take some chances. Let's roll.

    12d12

    I forgot to roll for my companion:

    8d8 ⇒ (7, 8, 6, 2, 4, 1, 1, 2) = 31
    Yikes, not as good. Hopefully you'll do better. lol


    So, I have been working in the background of Uriah Müller, Warpriest (Chaplain) of Irori, originally from Molthune but activist and guerrillero in many different places. I hope it's not too long.

    Uriah:

    In Molthune, you live for the country or you don’t live at all. Young Uriah tried his best, and was even accepted in the military clergy, but he couldn’t really share the expansionist feelings of his people, nor their bullying policies. He, instead, was more focused on perfecting his technique with the bow, finding focus in his meditation or help a poor man not being abused. He knew his worship of Irori was frowned upon, and his gentle and caring ways were constantly being corrected - or tried to. During one of his first frontier skirmishes, a Nirmathan ambush caused much havoc and death in his squad, and he was captured. He had close to zero problems in abandoning an imperialist nation, his tyrannic army officers and his over-demanding parents, and defected to the Nirmathans.

    Uriah appreciated how life was in Nirmathas and how people enjoyed it. He had to endure looks of suspicion for quite a long time, but slowly gained the Nirmathans’ trust, and ended up living with them and fighting with them. He even found love with them, getting married to his actual wife, Aurora. A valiant and well-trained skirmisher of Varisian origin, Aurora conquered Uriah’s heart with her mix of strength outside and tenderness inside. After their wedding, they went to see Aurora’s parents to their native town of Sandpoint, planning to later sneak into Molthune so Aurora could meet the few family members Uriah still considered worthy of knowing.

    On their way to Sandpoint, though, they discovered the town was to be raided by a tribe of giants. They quickly got involved in the defense, and managed to save the city, but not without a lot of casualties and severe injuries on themselves. They played a key role in the following events, giving substantial support to the Sandpoint heroes in their fight against the Runelord. Once Sandpoint and Aurora’s parents were safe, they realised there were many places in Avistan where a pair of strong arms would be much needed, and travelled through the landscapes and battlefields of Nirmathas, Lastwall and eastern Varisia, lending their help when needed and meeting a lot of worthy souls which, with their courage in the face of impossible odds and injustice, made the world a better place to live.

    Aurora and Uriah were leading a supply caravan destined to carry food and medical equipment to Trunau, in the Hold of Belkzen, a city surrounded by orc tribes and in constant danger of invasion. Trunau would certainly be happy to get some support, and Aurora could pay a visit to her cousin Valen, a distant relative she hadn’t seen since she was a little girl. They gathered some intel during the expedition, finding out the orcs were having more activity than usual, and when they arrived they tried to communicate, but the authorities were somewhat busy due to a recent assassination. Sooner than they could realise, the orcs were assaulting the settlement. They had to repel them, and then giants got involved - again. This time,though, Uriah was better prepared, and though Aurora had to stay at home most of the time due to her recent pregnancy and later birth-giving, he got involved in the future of Trunau and most Avistan again during the events that led to the actual situation.

    Today
    Uriah and Aurora live in Trunau now, together with their daughter Nandini. Aurora stays at home most of the time taking care of Nandini, though she does whatever possible to support Uriah and the other Heroes of Trunau. Uriah, now more than ever since his own daughter’s security is at stake, dedicates himself wholeheartedly to vanquishing the so called Storm Tyrant. Much has changed since the times when he was fighting Molthuni patrols in the frontier, and Uriah is now a man in his thirties. The most important change, at least physically, came by surprise, though, when he was defending his family from an orc commando sent to assassinate them. He underwent an apotheosis, and his body changed, sprouting a pair of white, angelic wings.

    His personality is also a bit more calm than in his younger days, though he still shows his emotions (for better or for worse) more than he would like to, something that has always conflicted with the self-control expected from a follower of the Master of Masters. Aurora keeps telling him that’s what actually captivated her in the first place - a man with a good heart with no fear of showing it. She also points out that, were Irori unhappy with him, the deity would have let him know already.


    Vashta Denaria wrote:

    Thanks. My thought honestly was to wait on gear until final picks are made, since that could change what she needs (other than a magic rapier; she'll definitely have a magic rapier). I can do it now, though, if you want.

    Regarding gear, a spoiler question based on earlier chapters of GS:
    ** spoiler omitted **

    This makes sense, I'm fine with you waiting.

    In regards to the spoiler:
    I don't remember all the artifacts that you can get. There's the steel hand, the armor and the hammer, maybe heartspit?I don't really remember any others, except the forge of Minderhall which isn't really portable.

    Can you remember any others?


    Ouachitonian wrote:
    Ouachitonian wrote:

    I like to take some chances. Let's roll.

    12d12

    I forgot to roll for my companion:

    8d8
    Yikes, not as good. Hopefully you'll do better. lol

    Alright, here goes nothing!

    12d12: 12d12 ⇒ (11, 12, 12, 4, 5, 10, 3, 6, 3, 7, 8, 10) = 91
    8d8: 8d8 ⇒ (2, 1, 1, 5, 2, 8, 3, 2) = 24

    Whelp not better on the companion but a huge bonus to your hp.


    Falric Dawnstriker wrote:

    I present my boy Falric, a halfling alchemist who rolls out of bed with a 24 AC in his underwear. He is a defensive fighting machine and fully buffed with mutagen and spells, he can reach high 40s AC (48 vs giants) with no armor (bracers do not count! :)) So good luck hitting him! Add to that, he has spells and 75% negation of crits, he is hard to kill. He can pounce and fly. He can also disable traps, is super fast (+15 initiative with mutagen), stealthy, and has sneak attack without flanking as he has greater invisibility. He can buff allies with extracts and offensively, he is a crit fisher with his scimitar. And he's doing all of this with 8 Str! He is the full package. His equipment is done, only need to spend 4k gold. Only missing ring of evasion, for which he needs to save gold. His original back story is in the profile. Will update it for his achievements.

    ** spoiler omitted **...

    He's pretty impressive! I didn't see anything about it, but there aren't any bodyguard familiar fast healing shenanigans going on?

    Mechanically he's very solid (though nova reliant), but I'd like to see his backstory.


    Jereru wrote:

    So, I have been working in the background of Uriah Müller, Warpriest (Chaplain) of Irori, originally from Molthune but activist and guerrillero in many different places. I hope it's not too long.

    ** spoiler omitted **...

    Not too long, but this seems very much like a PC from another campaign? Maybe you've already said that. Either way it's fine. I'm glad you didn't fridge his wife.

    Looking forward to seeing his character sheet.


    Answer to GM's question:

    I think those are the ones I remember. It was the hammer I was wondering about largely, since I had been thinking about fighter at one point. Also there were some funky armors, IIRC.


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    Okay, so I tried to make a thunder and fang character work, but I ran into some issues, so instead I decided to make a slightly different character. May I present for your edification, Dizzy:

    Discoria 'Dizzy' Al'Pthazi:

    CG Tiefling Magus 13

    str 8
    dex 20/26
    con 14
    int 20/26
    wis 10
    cha 8

    HP 120
    AC: 36/40; T: 30; FF: 19/23 (10 base +4 armor +8 dex +8 int +3 deflection +1 dodge +2 natural /+4 shield)
    BAB 9; CMB: +17; CMD: 30
    Init +16

    Fort +13
    Ref +15
    Will +12

    Speed 30'

    Weapons:
    1) Estoc: +19/14 to hit; 1d8+11; 15-20/x2 crit

    2) Ranged Touch: +17

    Skills:
    *Bluff r13 +14
    *Knowledge (Arcana) r13 +24
    *Knowledge (Dungeoneering) r13 +24
    *Knowledge (Planes) r13 +24
    *Linguistics r13 +21
    *Spellcraft r13 +24
    *Stealth r0 +10
    *UMD r13 +15

    *Acrobatics r13 +21
    *Escape Artist r13 +21
    *Fly r13 +24

    Languages:

    Alternate Racial Features:
    *Soul Seer (can use Deathwatch at will; replaces SLA and fiendish sorcery)

    *Pass for Human (can auto disguise as Human; count as Humanoid: Human and Outsider: Native for all purposes; Don't automatically gain outsider language; replaces languages, subtype, type)

    Class Features:
    *Arcane Pool (14/day; +4 enh; 1 min; swift action)
    *Spell Combat
    *Spellstrike
    *Improved Spell Combat (+2 to concentration when using spell combat)
    *Fighter Training
    *Magus Arcana
    - Spell Shield
    - Disruptive
    - Hasted Assault
    - Spellbreaker
    - Spell Blending (Mage Armor: 1st; Heroism: 3rd)

    *Archetype: Kensai
    - Weapon and Armor Proficiency: No armor or shield prof, simple weapons, Estoc

    - Diminished Casting (Lose 1 spell slot/spell level)

    - Canny Defense (add up to 1 int bonus/magus level to AC)

    - Perfect Strike (can spend a point from my pool to maximize damage on a hit when I hit; if I crit, can instead spend 2 points from my pool to add 1 to my multiplier)

    - Fighter Training (gain effective fighter level of magus level -3 for qualifying for feats)

    - Iaijutsu (add int mod to initiative; can make AoOs while flat-footed, and can draw a weapon for free as part of an AoO)

    - Critical Perfection (add int mod to crit confirmation rolls; can use magus level instead of BAB to qualify for crit focus and any feat which requires crit focus)

    - Superior Reflexes (can take an additional number of AoOs equal to int mod; stacks with combat reflexes)

    - Iaijutsu Focus (can always act in the surprise round and can draw my weapon as a swift action during the surprise round; during surprise round or when attacking flat-footed opponent, add int mod to damage)

    Traits:
    *Trunau Native (gain a hope dagger for free; +1 trait bonus to will saves)

    *Focused (+2 trait bonus to Concentration checks)

    Feats:
    *Armor of the Pit
    *Disruptive
    *Dodge
    *Expanded Fiendish Resistance (Acid)
    *Extra Arcana x2
    *Fiend Sight
    *Improved Critical (Estoc)
    *Spellbreaker
    *Toughness
    *Weapon Finesse
    *Weapon Focus (Estoc)
    *Weapon Spec (Estoc)

    Spells:
    Spell DC: 18 +Spell Level
    Spells/Day: 4/6/6/5/4/1
    Concentration: +21/25 with spell combat

    Spells Known:
    *Cantrips:
    - All

    *First:
    - Burning Hands
    - Expeditious Retreat
    - Feather Fall
    - Floating Disk
    - Jump
    - Mage Armor
    - Magic Missile
    - Monkeyfish
    - Shield
    - Skim
    - Snowball
    - Vanish

    *Second: 6
    - Aldori Alacrity
    - Acid Arrow
    - Bladed Dash
    - Glitterdust
    - Invisibility
    - Scorching Ray

    *Third: 6
    - Dispel Magic
    - Fireball
    - Force Punch
    - Heroism
    - Keen Edge
    - Phantom Steed
    - Slow

    *Fourth: 6
    - Black Tentacles
    - Dimension Door
    - Dragon's Breath
    - Fire Shield
    - Greater Invisibility
    - Solid Fog

    *Fifth: 2
    - Cloudkill
    - Overland Flight

    Equipment:
    *+6 Belt of Incredible Dexterity -36000 gp
    *+6 Headband of Intelligence (Acrobatics, Escape Artist, Fly) -36000 gp
    *+1, Agile Adamantine Estoc -11,050 gp
    Sihedron Ring -35000 gp
    Ring of Foe Focus -10000 gp
    Necklace of Adaptation -9000 gp
    Hopeknife

    2,950 gp

    Backstory:

    Dizzy was born the child of a Chelish Diva and a Varisian Caravaner. Dizzy's mother, El'Hestia, is known throughout Cheliax, yet she decided to settle outside the small town of Trunau with her Husband, who likewise gave up his wanderlust to be with his wife.

    Dizzy's nickname comes from her father, who used to say that she was dizzying to watch as she ran around pretending to be a hero from a story that her mother had read to her.

    Dizzy's early childhood was one of joy; her parents provided a comfortable life, and she did not want for anything. Her magical talent manifested early, and she soon proved to have equal talent with the blade. Dizzy's father drew upon some of his contacts to get the girl trained in the art of the Magus.

    Dizzy was in town when it was attacked with her parents. While Dizzy managed to fend off the attackers, her parents were not so lucky. After burying them and grieving for their loss, Dizzy joined the other heroes in searching out the cause of the attack on their town.

    After many tribulations, Dizzy and her companions have arrived at the Fortress, ready to continue their journey.

    Appearance:

    Dizzy is a, by all appearances, a red-haired young woman of late teen years with freckles and an infectious smile. She wields an unusual weapon, similar to the one her teacher wore. She stands 5'6" weighs all of 100 lbs. soaking wet.

    Dizzy is absolutely fearless: in her mind, she sees herself as one of the heroes of old, protecting the people from the monsters and demons who would harm them.


    Artofregicide wrote:

    Not too long, but this seems very much like a PC from another campaign? Maybe you've already said that. Either way it's fine. I'm glad you didn't fridge his wife.

    Looking forward to seeing his character sheet.

    Well, to be honest, I've tried to play this character like a million times. I usually get into the games, but those games usually last like one or two pages.

    Mechanically, the character is more or less the same each time, but what's real fun is making up different backgrounds to fit every game I apply to. Helps me work out my imagination and my writing skills, also. However, you might have read one of his iterations somewhere else, and some of the basics are constant (guy from Molthune who doesn't like his country, etc).

    If you'd rather I apply with a different thing, that's okay, you just tell me and I'll think about anything else. Being only four players, I understand maybe hybrids are in a kind of nowhere land, not able to reach the peaks a specialist usually can.

    Edit: Oh, if you are referring to the part of the background involving Rise of the Runelords, that's there because of the giants; a way to tell something about the character's past which links it with the actual AP. I haven't actually played RotR beyond the beginning of the second book (I know about the giants thing through the board game).


    Vashta Denaria wrote:
    ** spoiler omitted **

    So, anyone can buy the unique armors that have a gp price, but more realistically folks are going to probably buy boring stat boosting items.

    The only two actual portable artifacts I'll give to the party for free, because they would have them. They are:

    Nargrym's Steel Hand

    Agrimmosh

    You also can teleport to the Cathedral of Minderhall and utilize the Minderhall's Forge.


    Vrog Skyreaver wrote:

    Okay, so I tried to make a thunder and fang character work, but I ran into some issues, so instead I decided to make a slightly different character. May I present for your edification, Dizzy:

    ** spoiler omitted **...

    I like her a lot. Like any magus, she does suffer from the whole from novaing, but she's all spooled up Dizzy is pretty much unstoppable. Keep in mind the 15 minute adventuring day won't necessarily be something you can rely on.

    I like her backstory, though I think it'd be more interesting if she had living family in Trunau.


    Jereru wrote:
    Artofregicide wrote:

    Not too long, but this seems very much like a PC from another campaign? Maybe you've already said that. Either way it's fine. I'm glad you didn't fridge his wife.

    Looking forward to seeing his character sheet.

    Well, to be honest, I've tried to play this character like a million times. I usually get into the games, but those games usually last like one or two pages.

    Mechanically, the character is more or less the same each time, but what's real fun is making up different backgrounds to fit every game I apply to. Helps me work out my imagination and my writing skills, also. However, you might have read one of his iterations somewhere else, and some of the basics are constant (guy from Molthune who doesn't like his country, etc).

    If you'd rather I apply with a different thing, that's okay, you just tell me and I'll think about anything else. Being only four players, I understand maybe hybrids are in a kind of nowhere land, not able to reach the peaks a specialist usually can.

    Edit: Oh, if you are referring to the part of the background involving Rise of the Runelords, that's there because of the giants; a way to tell something about the character's past which links it with the actual AP. I haven't actually played RotR beyond the beginning of the second book (I know about the giants thing through the board game).

    I'm totally down with it, so long as they're invested in the the plot as presented. It is a playtest after all.


    I found a way to alter the build a little bit to get a higher effective companion level. So we'll need to roll an extra 2d8, if you please, oh great and powerful GM.

    2d8 ⇒ (5, 5) = 10


    Artofregicide wrote:
    I'm glad you didn't fridge his wife.

    You know, now that I read the story again, the "wife and baby in peril" part seems to me the only one of any actual interest. I might have to rewrite some of the rest, if I happen to have the time. Anyway.


    For now, this is Uriah Müller. Disregard his avatar, I've tried to change it a lot of times but it seems it's not working (and Paizo won't fix it till Monday at least, I guess). There's also a bit of coin left to spend, not much, but my head is exploding right now :P
    If there's anything that need adjustment or that you really like or dislike, please tell.


    Artofregicide wrote:
    Vashta Denaria wrote:

    Thanks. My thought honestly was to wait on gear until final picks are made, since that could change what she needs (other than a magic rapier; she'll definitely have a magic rapier). I can do it now, though, if you want.

    Regarding gear, a spoiler question based on earlier chapters of GS:
    ** spoiler omitted **

    This makes sense, I'm fine with you waiting.

    ** spoiler omitted **

    taking a poke at AONprd


    pad300 wrote:
    Artofregicide wrote:
    Vashta Denaria wrote:

    Thanks. My thought honestly was to wait on gear until final picks are made, since that could change what she needs (other than a magic rapier; she'll definitely have a magic rapier). I can do it now, though, if you want.

    Regarding gear, a spoiler question based on earlier chapters of GS:
    ** spoiler omitted **

    This makes sense, I'm fine with you waiting.

    ** spoiler omitted **

    taking a poke at AONprd

    ** spoiler omitted **

    Ah yes, I forgot the Drakesbane Horn. You have that too.


    Artofregicide wrote:
    Vashta Denaria wrote:
    ** spoiler omitted **

    So, anyone can buy the unique armors that have a gp price, but more realistically folks are going to probably buy boring stat boosting items.

    The only two actual portable artifacts I'll give to the party for free, because they would have them. They are:

    Nargrym's Steel Hand

    Agrimmosh

    You also can teleport to the Cathedral of Minderhall and utilize the Minderhall's Forge.

    Ok, dumb question time. Minderhall's forge effectively gives everyone Craft Magic Arms and Armor... I assume that this does not affect everyone's starting wealth (by +20% for having an Item Creation feat).


    pad300 wrote:
    Artofregicide wrote:
    Vashta Denaria wrote:
    ** spoiler omitted **

    So, anyone can buy the unique armors that have a gp price, but more realistically folks are going to probably buy boring stat boosting items.

    The only two actual portable artifacts I'll give to the party for free, because they would have them. They are:

    Nargrym's Steel Hand

    Agrimmosh

    You also can teleport to the Cathedral of Minderhall and utilize the Minderhall's Forge.

    Ok, dumb question time. Minderhall's forge effectively gives everyone Craft Magic Arms and Armor... I assume that this does not affect everyone's starting wealth (by +20% for having an Item Creation feat).

    It does not, as you wouldn't have had time to effectively utilize it as such.


    Howdy, working up a submission for Argos Halfhand

    Backstory:
    Argos doesn't remember much from his early childhood. He lived with his parents and maybe a few siblings in a cluster of farms at the foothills of the Mindspin Mountains, barely even a hamlet. Giants came down from the mountains and sacked the town early on in his life, and he was one of only a handful that made it out with their lives. He didn't escape unscathed though, as his family's hut was one of the first to fall to the giants. A boulder brought down the roof in one of the opening salvos, and Argos was caught in the collapse. A neighbor pulled him out of the wreckage, but at the cost of 3 fingers on his right hand. The small band of refugees was welcomed into Trunau, but Argos found himself an orphan. For the next several years, he survived purely on the charity of Trunau's residents. He lived in a small corner of Brinya Kelver's boardinghouse for a time, until he was old enough to receive his hope knife. At that point, he made the grown-up decision to move into the Longhouse as he trained for the militia.
    As easy as growing up as an orphan isn't, losing most of the function in his dominant hand only made things worse. The taunts of other children compounded the issue. The first time he decided to stand up for himself, the verbal assault he delivered to the other children was far more effective than he expected. When he began to yell, a deep guttural growl emerged, gravelly and harsh. Not even recognizing intelligible speech, the other children ran off in fear. This became his typical response, and eventually Councilor Agrit Staginsdar recognized his eldritch speech as Terran. After some healthy discussion with her wife Sara, the couple decided to step in and help the young boy out. First, keep the boy busy and train him in a useful trade to keep him off the streets, build his strength, and keep him out of trouble. Sara Morninghawk took Argos on as an apprentice at Morninghawk’s Fine Steel and helped him develop techniques for smithing despite his injured hand. Second, Agrit and Sara decided to equip him with a foundational education to better handle the stresses of the world and reduce the occurrences of his speaking in tongues, and they began to instruct him in the faith of Torag. While they never officially adopted the boy, he soon came to see them as his surrogate parents in Trunau.
    When troubles struck Trunau, Argos jumped at the opportunity to defend the city that took him in and kept him safe, and to protect his new family. Whatever power takes his speech from him in stressful moments saw fit to bestow him with a host of spells of combat prowess to fight against the orcs and giants that threaten civilzation. Argos attributes his success to Torag, and his divine patron has never seen fit to correct him on the subject. Argos fought valiantly alongside the other heroes of Trunau throughout the Hold of Belkzen and beyond. When the group ventured into the tomb of Nargrym Steelhand, he felt a spark of hope that he may yet be able to repair his hand. When at last they recovered the hand of Nargrym, Argos realized the sacrifice he would need to make to use the hand. After praying to Torag for overnight for guidance, he woke the group the next morning ringing his new steel hand against stone.

    Note:
    I'd be happy to work up the story without the use of the Steel hand if it's contested within the party.


    Artofregicide wrote:
    I like her a lot. Like any magus, she does suffer from the whole from novaing, but she's all spooled up Dizzy is pretty much unstoppable. Keep in mind the 15 minute adventuring day won't necessarily be something you can rely on.

    I tend to play magus a bit differently than most people do. I like to use my "off-hand" spell to buff, so I'l throw things like haste with it. I also kinda don't use spell combat a ton (not saying I won't, but I don't necessarily channel spells through my blade) except arcane mark. I just love the idea of spell combat using the Zorro 'Z'.

    Artofregicide wrote:
    I like her backstory, though I think it'd be more interesting if she had living family in Trunau.

    I considered it, but what sort of adventurer would she be without a tragic backstory?


    1 person marked this as a favorite.

    Alright, here's Ouachitonian's submission. I need to change the picture but the site is being contrary. So ignore that for now. I ended up choosing the Mounted Fury rather than Mad Dog archetype, because it gives up less for its companion. I focus pretty heavily on being mounted and charging, a lot of his feat and equipment choices are pointed toward that goal. Not to say he can't fight on his own, but he prefers to stay atop Icetusk's back whenever possible. Speaking of, I should also introduce his companion, the Woolly Mammoth Icetusk. I took the Draconic Companion archetype, but I'm actually wanting to re-skin it as being more elemental in flavor. Oddly, the Elemental companion archetype doesn't grant things like energy resistance. I hope that re-fluffing is ok with you.

    With the Ferocious Mount, Greater Ferocious Mount, and entire Beast Totem line of rage powers, the real fun will start when the raging mammoth pounces. Did I mention what fun can be had with Spirited Charge and a Giant-Bane Furious Lance? Oh, and Mammoth Hide armor (+4d6 damage on a charge). Not to mention that I can talk to my companion, since I have a Helm of the Mammoth Lord. Oh, and between Fulk's Cloak of the Hedge Wizard (Transmutation) and Icetusk's Dire Collar, we can both use Enlarge Person. Imagine the giants' surprise when a gargantuan mammoth and large half-orc pounce on them. Muwhahaha!

    But just in case there are still areas that a mammoth won't fit well into, I bought a partially-charged wand of Carry Companion. I can't use it myself, but surely one of my companions will either have the spell on their list or a high UMD.


    zefig wrote:

    Howdy, working up a submission for Argos Halfhand

    ** spoiler omitted **...

    Argos looks like a lot of fun. Communication with him will be tricky unless everyone takes Terran or Celestial, but I'd let the PCs do that retroactively because that's something the party would clearly do over 13 levels.

    Also appreciate the MW sheet, it's a lot easier to read.


    Vrog Skyreaver wrote:
    Artofregicide wrote:
    I like her a lot. Like any magus, she does suffer from the whole from novaing, but she's all spooled up Dizzy is pretty much unstoppable. Keep in mind the 15 minute adventuring day won't necessarily be something you can rely on.

    I tend to play magus a bit differently than most people do. I like to use my "off-hand" spell to buff, so I'l throw things like haste with it. I also kinda don't use spell combat a ton (not saying I won't, but I don't necessarily channel spells through my blade) except arcane mark. I just love the idea of spell combat using the Zorro 'Z'.

    Artofregicide wrote:
    I like her backstory, though I think it'd be more interesting if she had living family in Trunau.
    I considered it, but what sort of adventurer would she be without a tragic backstory?

    I'm always down with folks playing classes outside the same guide based builds. And wow, I didn't know you could use arcane mark on creatures.

    It's your character, and revenge is a great motivator. On the other hand, the adventurer with dead parents is kind of played out. My 2 cp.

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