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Hi GM, it's Archlich here with my submission :) Agatsu is the "town drunk" kind of unlikely hero; a human ex-monk that wonders the streets of Trunau at night searching for purpose. Thanks for running this game!
Unless I’m missing something Empty Hand Monk and Sin Monk don’t stack because Empty Hand modifies ki and Sin replaces ki.

Anthorg |

[dice=Rolling]4d6
[dice=Rolling]4d6
[dice=Rolling]4d6
[dice=Rolling]4d6 [dice=Rerolling]1d6
[dice=Rolling]4d6
[dice=Rolling]4d6 [dice=Rerolling]1d616 14 17 15 17 15
Those are fantastic stats! I think I'll keep em. Will have to think of what comes out of it...
Ok, I'm submitting Hundar, mountain druid. He would fit the Utility slot. He is partly melee, partly (not dedicated) healer, with good outdoor skills. He's friendly with the animals too.
Appearance:
Hundar is a half-orc with small tusks and very light grey skin. He wears simple, warm and functional clothes and has a pipe which usually hangs unlit from his mouth.
Background:
Hundar is son of Trudi, a Trunau woman who failed to kill herself as she was captured in an orc raid. Living as a slave, Trudi had to do all of the orcs' bidding, even the sexual ones. One of these resulted in Hundar being born. Hundar was Trudi's reason to live and she taught him love.
Eventually Trudi died from a disease and Hundar was strong, good with armor and he became a good hunter with patience and stealth at his side. He was noticed by the orcs and their shaman demanded he be spiritually trained. He managed to convince the orcs to send him to the mountain druids and he quickly discovered that the druids didn't care much about the human-orc conflict, and focused more on the fight against the giants. He learned their ways and techniques, but still disliked the orcs enough to pick a side and decided to help the humans. He started to gradually approach Trunau and offer his help. Once he felt confident that he wouldn't be attacked on sight, he started to get to know the town where his mother originated and found that the townsfolk is sympathetic towards half-orcs, knowing his origin.
Personality:
Hundar keeps his feet on the ground and fancies himself a realist. He is somewhat awkward towards affection and prefers a pragmatic approach. He thinks boredom is for those who lack understanding and can always keep himself occupied with either planning, acting or relaxing with his pipe.
STR 17, DEX 16, CON 15, INT 14, WIS 19, CHA 15
Half-orc
Male
Medium Size
NG Druid (mountain) 1
BaB +0
Init +3; Senses: Perception +8, Sense Motive +4, Darkvision
CMB +3 (0BaB +3strength)
CMD 16 (0BaB +3strength +3dexterity +10)
Favored Class Druid (+1 HP)
Defense
AC 15, touch 13 flat-footed 12 (+3 Dex +2 Armor)
HP 11 (8 (lvl 1) + 2 (1*2Con) + 1 FavClass)
Fort +4 (+2 base +2 Con)
Ref +3 (+0 base +3 Dex)
Will +6 (+2 base +4 Wis)
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Offense
Speed 30 ft
Melee greataxe +3 (1d12+4/x3)
(power attack) Melee greataxe +2 (1d12+7/x3)
Ranged sling +3 (1d4+3/x2)
Space 5 ft, Reach 5 ft
Spells
CL 1
Concentration (Druid level + Wis): +5
DC: 14+spell level
Level (slots): Prepared
0 (3): Create Water, Detect Magic, Guidance
1 (2): Cure Light Wounds, Entangle
Traits:
Silent hunter: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Vexing Defender (campaign): You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space
without provoking an attack of opportunity, provided that enemy is larger than you.
Feats:
Lvl 1 - Endurance
Skills - 4 class +2 int = 6 skill points / level:
ACP: 0
Acrobatics +8 (1 Ranks +3 Dex +3 CS +1 Trait)
Climb +7 (1 Ranks +3 Str +3 CS +1 Trait)
Knowledge (nature) +8 (1 Ranks +2 Int +3 CS +2 Nature Sense)
Perception +8 (1 Ranks +4 Wis +3 CS)
Stealth +8 (1 Ranks +3 Dex +3 CS +1 Trait)
Survival +10 (1 Ranks +4 Wis +3 CS + 2 Nature Sense)
Background skills:
Handle Animal +6 (1 Ranks +2 Cha +3 CS)
Knowledge (geography) +6 (1 Rank +2 Int +3 CS)
Languages: Common, Orc, Druidic, Draconic, Giant
Equipment
Greataxe
Leather armor
Will roll and buy rest if selected
Nature Bond: Animal companion (not sure which yet)

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Throwing my beard in here as well.
Dwarf Bear something.
Let's see what I get.
1st set of rolls
1st: 4d6 ⇒ (4, 3, 6, 1) = 14
2nd: 4d6 ⇒ (6, 5, 6, 3) = 20
3rd: 4d6 ⇒ (1, 5, 3, 3) = 12
4th: 4d6 ⇒ (3, 2, 3, 5) = 13
5th: 4d6 ⇒ (5, 2, 2, 6) = 15
6th: 4d6 ⇒ (2, 3, 5, 6) = 16
1st 1: 1d6 ⇒ 6
3rd 1: 1d6 ⇒ 6
2nd set of rolls
1st: 4d6 ⇒ (2, 4, 5, 6) = 17 15
2nd: 4d6 ⇒ (5, 5, 2, 5) = 17 15
3rd: 4d6 ⇒ (6, 5, 4, 4) = 19 15
4th: 4d6 ⇒ (6, 1, 6, 6) = 19 18
5th: 4d6 ⇒ (6, 6, 5, 6) = 23 18
6th: 4d6 ⇒ (5, 6, 4, 5) = 20 16
So.....
15
15
15
18
18
16
Pretty stats. Considering my rolls.
Dwarf Fighter (Steelbound fighter)
Prestige class: sentinel or Sacred Sentinel.
Or something strange and wonderful like a Shifter.

Brogann |
1 person marked this as a favorite. |

Aldizog's submission here.
My old dwarven cleric from a past Giantslayer game has already been sort of reinvented into my Wrath of the Righteous dwarven paladin (LG dwarf, Torag, goal of reclaiming a Sky Citadel), and I don't really want to be playing two such similar characters at the same time.
So I went in a different direction.
A Greatsword-hurling, Gorum-worshipping, CG Sword Binder wizard.
I know it is quirky and sub-optimal for a wizard, but, still, a wizard.
Because I had rolled for gold thinking I would play a cleric, I did not roll again, just took the average for a wizard.
Brogann is a bit of an oddball. He was always large and strong, but had an affinity for the arcane arts. Certainly he knew there was more power to be gained by mastering the fabric of the universe than by swinging a piece of steel. So he dedicated himself to the study of magic, attending the Arcanamirium in Absalom.
And yet, while there, he learned of a most interesting technique, the Way of the Sword Binder. With a small circle of other students, he explored this mystery. There was Saquiel, the aasimar rapier-hurler who claimed to be distant relative of Arazni. There was 'Aroden the Second', a presumptuous youth who carried a longsword and dressed in the Azlanti fashion. There was Sabriel, an Elven woman with a Curve Blade. And there was Fazienza the Mad, a tall Taldan woman with a falcata. Brogann put his great strength to use carrying the mightiest sword he could, a massive greatsword.
Shortly after graduation, he began looking for work with the Pathfinder Society. On his first mission, he fought alongside a Skald, and found the power of Rage intoxicating. True, he could not cast spells while under its effect, but he could still hurl his greatsword, with even more force.
Brogann has become a devotee of Gorum after learning the ways of wizardry. There is something fundamentally satisfying about hitting your foe with a greatsword, and he will still be able to master the fabric of reality. The Way of the Sword Binder gives him the best of both worlds.
He came to Truneau a few months ago in the company of one of his Pathfinder companions (a Trunau native NPC to be named later). Brogann heard there was a need for swordsmen to defend the town against the orc hordes. Even if it isn't as lucrative as Pathfinding, it's free of the bureaucracy and opacity that characterize the Society.
Brogann enjoys a good scrap (particularly if it for a good cause), but is willing to break out the spells when needed. He finds Rage addicting despite knowing it is not good for him. He is generous, and not that interested in monetary reward (though he won't turn it down).
Brogann is a beast of a man, broad-shouldered and standing six and half feet tall. He has long red hair, wild brown eyes, and tanned skin. His greatsword is well-made and kept in good shape.
Brogann is a wizard who will focus on ranged combat. He will gain the ability to deliver touch attacks through his greatsword at 5th level. He will stock some battlefield control spells, though I will be very judicious in using them since they can slow down a PbP game. More often he'll aim for offensive buffs or straightforward damage, seeing that as more sporting. And of course he'll have a range of utility spells.
He is rather suboptimal as wizard, and he doesn't have the insane stat rolls that some others got, but he's still a wizard, and so will pull his weight.
Brogann
Human Wizard 1 (Sword Binder)
CG Medium Human
Deity: Gorum
Init +3; Perception +3
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DEFENSE
-----------------
AC 12, touch 12, flatfooted 10 (Dex +2)
HP 9 (1d6+3)
Fort +2, Ref +2, Will +2
-----------------
OFFENSE
-----------------
Speed 30 ft.
Melee MW Greatsword +4 (2d6+4/19-20)
Ranged MW Greatsword +5 (2d6+4/19-20, 25’)
-----------------
STATISTICS
-----------------
Str 14 (16), Dex 14, Con 14, Int 16 (18), Wis 10, Cha 10
BAB +0; CMB +3; CMD 15 (17 vs Disarm)
Feats Scribe Scroll (B), Precise Shot
Traits Roll With It, Arcane Temper, Iron Grip
FCB Wizard +1 Hit Point
Skills (6 per level)
Climb 1 +4
Swim 1 +4
Spellcraft 1 +8
Knowledge (Arcana) 1 +8
Knowledge (Local) 1 +8
Perception 1 +1
Background Skills
Knowledge (Engineering) 1 +8
Knowledge (Nobility) 1 +8
Languages Common, Orc, Giant, Dwarven, Elven
Spells
Burning Hands, Enlarge Person, Long Arm, Mage Armor, Magic Weapon, Protection from Evil, Shield, True Strike, Vanish
Spells Prepared (4/3): Detect Magic, Acid Splash, Open/Close, Disrupt Undead, Mage Armor, Long Arm, Enlarge Person
Concentration +7 (+2 CL, +4 Int, +1 trait)
Special Dual Talent Human (+2 Str/Int), Bonded Item (Sword), Sword of the Mage (7/day)
Equipment
(Starting 70)
Paid for Scribing 2 1st-level spells (30)
Spell Component Pouch (5)
Spellbook
Backpack (2)
Traveler’s outfit
Waterskin (1)
Journal (10)
Inkpen (0.1)
Ink (8)
Acid (10)
Remaining: 3.1 GP

JasonX |

Agatsu Hulla wrote:Hi GM, it's Archlich here with my submission :) Agatsu is the "town drunk" kind of unlikely hero; a human ex-monk that wonders the streets of Trunau at night searching for purpose. Thanks for running this game!Unless I’m missing something Empty Hand Monk and Sin Monk don’t stack because Empty Hand modifies ki and Sin replaces ki.
Sin Monk specifically allows you to continue in your ex-monk progression, but everywhere Sin Monk alters or replaces a monk ability, it replaces any ability the original class (and archetype) would have gotten.
I've actually never seen anyone attempt Sin Monk before.

eriktd |

I'd love to play in this adventure path! Let me see what I can come up with...
4d6 ⇒ (1, 5, 5, 1) = 12 reroll: 1d6 ⇒ 4 reroll: 1d6 ⇒ 6 = 16
4d6 ⇒ (6, 1, 1, 6) = 14 reroll: 1d6 ⇒ 5 reroll: 1d6 ⇒ 2 = 17
4d6 ⇒ (4, 5, 5, 6) = 20 = 16
4d6 ⇒ (4, 4, 6, 4) = 18 = 14
4d6 ⇒ (4, 4, 4, 1) = 13 reroll: 1d6 ⇒ 3 = 12
4d6 ⇒ (5, 4, 6, 1) = 16 reroll: 1d6 ⇒ 2 = 15

Agatsu Hulla |

Crisischild wrote:Agatsu Hulla wrote:Hi GM, it's Archlich here with my submission :) Agatsu is the "town drunk" kind of unlikely hero; a human ex-monk that wonders the streets of Trunau at night searching for purpose. Thanks for running this game!Unless I’m missing something Empty Hand Monk and Sin Monk don’t stack because Empty Hand modifies ki and Sin replaces ki.Sin Monk specifically allows you to continue in your ex-monk progression, but everywhere Sin Monk alters or replaces a monk ability, it replaces any ability the original class (and archetype) would have gotten.
I've actually never seen anyone attempt Sin Monk before.
The GM is absolutely correct. The sin monk stuff simply takes precedence. In this specific case, my monk doesn't have a ki pool or any of the modifications to the ki pool from Empty Hand, instead having the sin pool and its modifications.
Thanks, GM! I think it's a flavorful build that I wanted to try.

Grod the Cunning |

And here’s one more!
This is Ouachitonian. Grod is a Barbarian (Mad Dog). His companion won’t be big enough for a while, but eventually the plan is to ride her into battle (and, indeed, to take the Mammoth Rider Prestige class). He does, however, have a lot of skills for a half-orc barbarian. He’s not called Cunning for no reason. But he is mostly a frontliner. Barbarian, big axe, 19 strength. Power attack anything in reach until it dies.
Given the preponderance of Martials, I’ll look at rebuilding him to focus more on skills, but I do want to have a companion to eventually ride and go into Mammoth Rider, which limits the possibilities. Ranger or even Inquisitor (Sacred Huntmaster) maybe. Maybe.

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1 person marked this as a favorite. |

So far a lot of martial applications...
4d6 drop lowest reroll 1's averages something like a 35 point buy and almost guarantees at least one 17 or 18. Dedicated casters and ranged characters are almost universally mono-stat builds no matter how crazy you want to make your build. Such generous stat arrays encourage people to try MAD martial builds that can't normally be done.
Excluding Brogann. He's just weird.

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Wanted to give a slight update. I did a lot of going back and forth between a dwarven cleric and a half-orc shaman for a melee/support/main healer and eventually decided on half-orc shaman. I think the fluff for the latter would be better, and the concept seems more fun to play in the long run.
The basic mechanical idea is a half-orc Life spirit shaman who eventually takes the lore spirit as a wandering spirit. Lore spirit has a hex which allows for access to a small number of arcane spells to add to the shaman list, and the half-orc favored class bonus can add cleric spells (of a lower level) to the shaman list. Normally, this doesn't work too well on a healer since that requires a combination of good intelligence, wisdom and charisma but with good rolled stats, it seems to work.
With a combination of the shaman spell list, support hexes and choice selections of the cleric and wizard list, the goal is to make a (hopefully) really good healer/buffer/support while staying single classed.
What I'm doubting on now is a choice between base shaman, Witch Doctor and Unsworn shaman. Witch doctor is technically the dedicated healer archetype but I think some utility or buffing/debuffing hexes might benefit the party more than their second, weak channel pool. On the other end of the spectrum, unsworn shaman gets less hexes but can repick them every day and has really good versatility at the cost of some power. Base shaman is somewhere in between.
Also doubting slightly on where to put the stat boost, 18 str and 19 wis both have things going for them. Guess that would depend slightly on the rest of the party?
Well, I hope to have made the decisions and make it all into an alias somewhere in the coming days. Any feedback would also be welcome!
Edit: @GM JasonX, I wanted to ask one thing about the Unsworn Shaman archetype. What would your ruling be on how the extra hex feat would work with this archetype? The way I interpret it, it seems that extra hex would apply on basic shaman hexes only and that hexes from the spirits and witch can only be gained at level 1, 4, 8 and so on.

JasonX |

Edit: @GM JasonX, I wanted to ask one thing about the Unsworn Shaman archetype. What would your ruling be on how the extra hex feat would work with this archetype? The way I interpret it, it seems that extra hex would apply on basic shaman hexes only and that...
I believe your interpretation is correct, I have to look at it a little before making a final call though.

Lizbit Freewind |

Here's my submission. The details are in the profile or in the spoiler below. He's a dwarf Forgepriest of Torag. At low level he's fairly flexible as far as party roll. He can use the shield spell and the protection blessing to bump his AC to 21 while still allowing him to use a two-handed weapon. Alternatively he could prepare offensive buffs to improve his damage output or bless to buff the party. The Forgepriest gives up channel energy, but he can still spontaneously trade out cure wounds so he can do some off-healing. At level three the archtype gets Craft Magic Arms and Armor as a bonus feat and I intend to take Craft Wondrous Item with my level three feat. After that, when his role in the party is more solidified, he can craft specific items and take feats to fulfill whatever roll is needed. I can see a high AC reach trip build if he needs to be tanky, the usual two-handed feats if he's needed to build for damage, or he could take a back seat and move towards a support/buffing build. He can craft for the other members of the party, of course, letting everyone get those key items they need for whatever build they have in mind. Warpriests are 6th level casters, and they don't get any particularly cool spells early, so he'll never be able to craft the super-god-tier magic items.
He has terrible skills because Paizo hates fighters.
More in the profile, but Bain has just arrived at Trunau. He had intended to set up shop there to craft and sell weapons to nearby Vigil, but the caravan he was in was raided and he lost most of the stuff he had brought to start his little business, so he's stuck in Trunau for the moment.
Male dwarf warpriest (forgepriest) of Torag 1 (Pathfinder RPG Advanced Class Guide 60, 130)
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +7 (+8 to determine if surprised, +9 to notice unusual stonework)
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Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) +2 vs crit confirmation rolls; +4 vs giants
hp 12 (1d8+4)
Fort +5, Ref +1, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
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Offense
--------------------
Speed 20 ft.
Melee dwarven boulder helmet +3 (1d4+3) or
. . dwarven longhammer +4 (2d6+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with dwarven longhammer)
Special Attacks blessings 3/day (Protection: increased defense), hatred, sacred weapon (1d6, +0, 1 rounds/day)
Warpriest (Forgepriest) Spells Prepared (CL 1st; concentration +4)
. . 1st—shield (2)
. . 0 (at will)—detect magic, mending, stabilize
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 17, Int 14, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Steel Soul[APG], Weapon Focus (dwarven longhammer)
Traits artifact hunter, fate's favored, militant merchant, spark of creation, overprotective
Skills Acrobatics -3 (-7 to jump), Craft (armor) +7 (+9 on checks related to metal or stone), Craft (weapons) +7 (+9 on checks related to metal or stone), Knowledge (engineering) +6, Knowledge (religion) +6, Perception +7 (+8 to determine if surprised, +9 to notice unusual stonework), Spellcraft +6 (+7 to identify the properties of magic items); Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Orc
Other Gear scale mail, dwarven boulder helmet[ARG], dwarven longhammer[ARG], armorsmithing tools, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, weaponsmithing tools, wooden holy symbol of Torag, 9 gp, 1 sp
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Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Bain Ironshaper was born into a well renowned smithing family in Highhelm in the year 4655. As was surprising to no one he was in the forge, hammer in hand as soon as he could walk. The young dwarf had not only great skill with metal, he was also gifted by Torag with magic, able to work magic into his metal creations or withstand the hostile spells of others. He loved the forge. The scalding, dry heat. The hammer of metal on metal. The almost holy feeling of working a bar of iron into a warhammer that would crush through even the sturdiest armor. His education beyond his god and his forge was not expansive; there was little else a dwarf needed to know.
Bain felt constricted by his family name. Work orders were regular. Unchanging. Unchallenging. A hundred swords for the city guard. Fifty helms for the Stonelords. A half-dozen ceremonial silver and gold warhammers for the Skyseekers. Year in and year out. Bain yearned to prove himself. To make something of himself.
To escape the influence of his family name Bain planned a long trek, far away from Highhelm and even the Five King Mountains. He traveled north to Kerse. Not trusting rickety wooden boats on such a large body of water, he opted to follow the coast of Lake Encarthan west to Tamran in Nirmathas. Once there, he purchased a large wagon, three strong mules, and the supplies he would need to start his own smithy: a high quality anvil, pure steel – though not of dwarven quality – tools that would service until he could fabricate his own, and other necessary items. Once supplied, Bain joined up with a caravan heading north to his ultimate destination: Trunau in the Hold of Belzken.
Trunau was a frontier town that knew more than its fair share of trouble. The town was not known to be ore rich, but Bain saw untapped potential. Many of the residence made a living salvaging material from abandoned or destroyed settlements, villages, and small towns. Bain intended to set up his workshop in the town and buy any scrap metal and ores the townsmen could bring him. He would rework the lower quality metals into high quality steel and forge them into usable weapons and armor. He would purchase a boat or raft and hire men to sail it, laden with his goods, down the Kestrel river to Vigil in Lastwall. The fortress city was always in need of weapons and armor in their unending fight against the undead that swarmed their lands and would surely prove to be a repeat customer.
Unfortunately, Bain’s plans were not to see fruition. Fifty miles south of Trunau, the caravan was raided by a large group of goblins and a handful of orcs. There was little the guards hired to protect the caravan could do against such an overwhelming force. Bain took his oaths to his god as seriously as he took his smithing, and he took up his dwarven wahammer to join the defenders. Several families took shelter under his wagon as he cut the mules loose. Bain stood atop the wagon, challenging the horde to face him. Crude goblin arrows and spears flew at him, but none found their mark. The holy symbol hung round his neck glowed in a fierce blue-grey light as the protective powers of Torag, the Artificer, the Protector, the Father of Creation, enveloped him. His advantageous position on the high ground and the reach of his polearm allowed him to slay many goblins, their twisted, evil bodies heaping up around the wagon as one after another fell. A large orc with ashen-grey skin looked as if he was going to try his hand against the dwarf. Perhaps the orc feared the dwarf, perhaps the goblins had taken too many casualties, perhaps the raiders had got all the loot they could carry. Whatever the case, the orc shouted a command and he and his horde retreated with their stolen treasures.
There were few survivors of the raid. Bain was pleased to see – after digging a path through the goblin bodies heaped all around his wagon – that none of his charges had been killed or severely injured by stray arrows. One of his mules lay on its side a dozen yards away, crooked spear protruding from its side. The other two beasts were nowhere to be seen. They were hardy, intelligent animals, and – though some might call it inappropriate with so much loss of life around him – he said a silent prayer to Torag, asking him to guide the animals to safety. He used what magics he had remaining to heal those he could, but one mortal dwarf could only channel so much divine power in a day. His cart was surprisingly functional once it had been unearthed. Bain abandoned the equipment he had purchased for his smithy save for the tools, and the wounded were loaded into the cart. But for the cries of the dying, it was a silent final fifty miles to Trunau.
====================
At sixty years of age, Bain Ironshaper is a spry young dwarf with possible duergar heritage somewhere in his family tree. He stands four feet tall, average for his kind. His shoulders are broad even for a dwarf, and his torso and arms are corded with muscle from working the forge all his life. His skin is grey, and his beard and braided hair are white, further suggesting duergar ancestry. A masterfully crafted silver hammer of Torag hangs on a silver chain around his neck.
Bain Ironshaper is typical of a dwarf. Studious and patient, he is not one to rush to action or judgement. He prefers to maintain a steady pace, like a hammer beating out a blade, rhythmic and predictable. He is a devout follower of Torag and his teachings and despite his mercantile endeavors, he sees himself as one called to protect others. He takes great pride in his work and would rather tear down the results of an inferior attempt and start from scratch than accept any result less than perfection.

Kílien Halfelven |

Here's eriktd's application! See the profile for more details and her advancement plan.
Name: Kílien (pronounced "KY-lee-ann") Halfelven
Race: Dwarf (Adopted: Elf)
Alignment: Lawful Good
Deity: Erastil
Class: Ranger (Deep Walker / Wilderness Medic)
She has been raised a traditional elven warrior, but she has a strange mystical connection to the earth and mountains from which she draws inner strength that is alien to most of her kin. The priest of Erastil in her village calls it her "better self," and encouraged her to practice her skills on her own in the wild. All her life growing up she has never felt as though she truly belonged there, and so she leaped at the chance to go on this adventure.
She does not know yet that days after she left her mountain village, giants attacked and killed everyone who remained behind. When she learns of this development, her inner dwarven-elven hatred will be passionately activated.
Kílien is very short for an elf, with a stocky build and less elongated features than are common among her people. Even her ears are only barely pointed, and her hair is bright red-- strange, disturbing. Like other elven scouts and warriors she rarely goes anywhere without a bow and a quiver of arrows, and she wears a suit of tough leather armor. Her voice is unusually deep and full of gravel, when she deigns to speak at all. She wears a small wooden amulet in the shape of Erastil's holy symbol, but besides her pack and a pouch at her belt she appears to be completely and comfortably unencumbered.
Starting gold: 5d6 ⇒ (2, 5, 5, 2, 6) = 20 x 10

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This is my submission:
Dwarf Fighter (Unbreakable) 1
Lokien Forge
Average Starting Gold taken.
Lokien Forge is a dwarf hailing from a clan of giant slayers based in Glimmerhold.
Trained in the art of battles especially dealing with giant kind, he finds himself in Trunau for a simple basic reason.
He in need of work or job that lets him earn his keep.
He learnt that he may be able to earn a fortune enough to keep him comfortable and thus he had made his way here. He has made casual friends with some of the locals and has done a few temporary jobs in the town.
Of course with rumors of giants around, he's more then eager to test his skill against them.

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If there's room, I'd like to play a ranged Human Warpriest of Vildeis I had played for a bit in organized play.
He's hard hitting, and has some healing.
Took the 25 points for now until I can learn the dice tag.
Str 14
Dex 18
Con 14
Int 12
Wis 14
Cha 8
Composite Longbow as the preferred weapon.
Asher is somewhat jovial despite his devotion to his grim patron. He has a sharp glint in his eye and a talent for mechanical things due to his work in mills growing up. He also has a deadeye with his bow, his preferred weapon in his crusadfe against evil. A crusade he began when his village was overrun and razed by a band of goblinoids with a hill giant leading them.
Test Roll:
Random Characteristic: 4d6 ⇒ (4, 5, 2, 4) = 15
Actual Rolls:
4d6 ⇒ (6, 3, 3, 6) = 18 15
4d6 ⇒ (6, 3, 6, 1) = 16 1d6 ⇒ 2 15
4d6 ⇒ (5, 6, 6, 4) = 21 17
4d6 ⇒ (1, 4, 4, 6) = 15 1d6 ⇒ 5 15
4d6 ⇒ (6, 1, 1, 6) = 14 1d6 ⇒ 5 17
4d6 ⇒ (4, 3, 6, 6) = 19 16
Will revise with the rolls above.

JoshB |

4d6 - 1 ⇒ (4, 1, 4, 5) - 1 = 13
4d6 - 1 ⇒ (5, 4, 1, 5) - 1 = 14
4d6 - 1 ⇒ (5, 1, 1, 3) - 1 = 9
4d6 - 1 ⇒ (6, 3, 2, 1) - 1 = 11
4d6 - 1 ⇒ (1, 6, 4, 3) - 1 = 13
4d6 - 2 ⇒ (6, 2, 5, 2) - 2 = 13
That was terrible.
I'll try again.
4d6 - 2 ⇒ (4, 3, 2, 6) - 2 = 13
4d6 - 2 ⇒ (6, 2, 4, 5) - 2 = 15
4d6 - 1 ⇒ (4, 6, 1, 6) - 1 = 16
4d6 - 1 ⇒ (6, 4, 4, 1) - 1 = 14
4d6 - 1 ⇒ (2, 1, 4, 2) - 1 = 8
4d6 - 2 ⇒ (4, 2, 3, 6) - 2 = 13
Much better.

Grod the Cunning |
1 person marked this as a favorite. |

And here’s one more!
This is Ouachitonian. Grod is a Barbarian (Mad Dog). His companion won’t be big enough for a while, but eventually the plan is to ride her into battle (and, indeed, to take the Mammoth Rider Prestige class). He does, however, have a lot of skills for a half-orc barbarian. He’s not called Cunning for no reason. But he is mostly a frontliner. Barbarian, big axe, 19 strength. Power attack anything in reach until it dies.
Given the preponderance of Martials, I’ll look at rebuilding him to focus more on skills, but I do want to have a companion to eventually ride and go into Mammoth Rider, which limits the possibilities. Ranger or even Inquisitor (Sacred Huntmaster) maybe. Maybe.
Ok, so I did decide to rebuild Grod as an Inquisitor (Sacred Huntmaster). More skill points, the ability to cast Cure spells (and use Cure wands!), and he can burn cowards and traitors as heretics. No one expects the Gorumite Inquisition! I'll eventually even manage to get Rage like a barbarian, since I took the Rage domain.

Zanbabe |

Cool, I have a character already from an earlier attempt at a Giantslayer game... just have to adjust for your rule preferences. :)
4d6, reroll 1's, take best three. If you have a bad roll, default to 25pt. buy. For those that like to gamble, you can roll a second set under the same rules, but then you can only default to a 20 pt. buy. Choose wisely :)
Stats: 4d6 ⇒ (4, 4, 5, 3) = 16 = 13
Stats: 4d6 ⇒ (3, 5, 4, 2) = 14 = 12Stats: 4d6 ⇒ (5, 3, 6, 6) = 20 = 17
Stats: 4d6 ⇒ (2, 1, 4, 5) = 12 = 12 (with reroll of the 1)
Stats: 4d6 ⇒ (5, 1, 2, 4) = 12 = 12 (with reroll of the 1)
Stats: 4d6 ⇒ (2, 6, 3, 5) = 16 = 14
Reroll of 1s: 2d6 ⇒ (3, 3) = 6
That's a tiny bit higher than a 25 point buy. Not bad. We'll see what I can do with it.

Zanbabe |

Hmm...
I guess I have nothing to lose trying again, so here goes:
Stats: 4d6 ⇒ (3, 3, 4, 4) = 14 = 11
Stats: 4d6 ⇒ (5, 2, 6, 4) = 17 = 15
Stats: 4d6 ⇒ (3, 1, 4, 1) = 9 = 13 (with rerolled 1s)
Stats: 4d6 ⇒ (2, 5, 4, 5) = 16 = 14
Stats: 4d6 ⇒ (5, 5, 5, 3) = 18 = 15
Stats: 4d6 ⇒ (5, 2, 6, 5) = 18 = 16
Reroll of 1s: 2d6 ⇒ (3, 6) = 9
Nicer.

AGamer70 |

I'd like another crack at this AP too. The first ended in a TPK.
5d6-3 =15
4d6-4 =15
5d6-3 =16
4d6-2 =13
5d6-3 =14
4d6-3 =13Well rounded. Will see what I can come up with. I see a lot of martial character ideas so far.
I suppose I might as well roll another set also:
4d6 - 2 ⇒ (5, 6, 5, 2) - 2 = 16
7d6 - 5 ⇒ (2, 1, 3, 6, 1, 1, 6) - 5 = 15 lol
4d6 - 3 ⇒ (3, 5, 6, 3) - 3 = 14
5d6 - 4 ⇒ (1, 6, 4, 3, 4) - 4 = 14
4d6 - 3 ⇒ (6, 3, 3, 4) - 3 = 13
5d6 - 3 ⇒ (3, 3, 4, 1, 2) - 3 = 10
Worse, nvm, keeping 1st set. I'm leaning towards a rogue.

Cuàn |

Slightly adjusted my plans a bit from my original idea.
I'll be making the Halfling born Tiefling, most likely the basic stat-line, but he'll be an Unchained Rogue using the Vexing Dodger and Underground Chemist archetypes. I'm looking at possibly picking up Fighter with the Opportunist archetype at some later point but not sure on that yet.
So he'd Rogueish but without the ability to deal with magical traps the default way (blowing them up with a splash weapon could still be done). He'd also carry quite some utility and be no slouch in melee, at least in a few levels.

Brogann |

Having seen some of the other sets of rolls, it seems likely that doing a second set is worthwhile; getting good rolls here would help more than having to go down to 20-pt buy would hurt. If I can still choose that:
4d6 ⇒ (6, 1, 3, 5) = 15
Reroll 1: 1d6 ⇒ 6 → 17
4d6 ⇒ (2, 5, 6, 5) = 18 → 16
4d6 ⇒ (5, 3, 5, 3) = 16 → 13
4d6 ⇒ (6, 4, 6, 1) = 17
Reroll 1: 1d6 ⇒ 4 → 16
4d6 ⇒ (6, 2, 1, 5) = 14
Reroll 1: 1d6 ⇒ 2 →13
4d6 ⇒ (6, 2, 2, 6) = 16 → 14
Substantially better than my 25-pt buy, while not as crazy as some of what we have seen here. If I can switch, I will go with these rolls. If not, I'll stick with my 25-pt buy.

![]() |
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where can I get the players guide to read?
Pathfinder Adventure Path: Giantslayer Player's Guide (PFRPG) PDF

Herkymr the Silly |

Thanks night death
Half-elf (Half Drow) alchemist (bramble brewer) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 44)
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . shortspear +0 (1d6) or
. . shortspear +0 (1d6)
Ranged bomb +4 (1d6+4 fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Bramble Brewer) Extracts Prepared (CL 1st; concentration +5)
. . 1st—reduce person (DC 15), targeted bomb admixture[UC]
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 11, Int 18, Wis 15, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Brew Potion, Eschew Materials, Skill Focus (Craft [alchemy]), Throw Anything
Traits blooded, orphaned by giants, trade talk
Skills Acrobatics +1 (-3 to jump), Bluff +3 (+4 when dealing with people in the context of Craft (alchemy)), Craft (alchemy) +12 (+13 to create alchemical items), Diplomacy +3, Disable Device +2, Heal +6, Perception +8, Sense Motive +2 (+3 when dealing with people in the context of Craft (alchemy)), Sleight of Hand +4 (+6 on checks to conceal an item in an inside pocket.), Spellcraft +8, Stealth +1, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Giant, Halfling, Undercommon
SQ alchemy (alchemy crafting +1), arcane training[APG], dendrite mutagen (+4/-2, +2 natural armor, 10 minutes), elf blood
Combat Gear dendrite mutagen[ARG]; Other Gear leather armor, dagger (2), shortspear (4), shortspear, alchemist starting formula book, bedroll, bucket, candle (2), chalk (3), chalkboard[APG], fuel pellet (10), ink, inkpen, inside pocket[UW], insulated flask[UW], magnet[APG], masterwork backpack[APG], meat, mirror, parchment (5), sack, scroll case, sealing wax, sewing needle, signet ring, torch, trail rations (2), twine (50')[APG] (2), vial (5), 1 gp, 3 sp, 2 cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Dendrite Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Xinfe torn with grief, began to experiment with different concoctions until he stumbled upon his dendritic mutagen. With it he could increase his ability to defend himself until he could get a perfect opportunity to unleash another chemical cocktail concocted to kill. He has sworn that he will find and eliminate the hill giant that killed his father. He also would like to rain down some destruction on the orcs for they were responsible for his mothers death.

Wulfrum Boulderhead |

Stats: 4d6 ⇒ (6, 6, 6, 1) = 19
Stats: 4d6 ⇒ (1, 4, 4, 2) = 11
Stats: 4d6 ⇒ (4, 1, 3, 6) = 14
Stats: 4d6 ⇒ (1, 1, 4, 1) = 7
Stats: 4d6 ⇒ (4, 5, 1, 6) = 16
Stats: 4d6 ⇒ (1, 3, 4, 3) = 11
Rerolls: 8d6 ⇒ (5, 5, 3, 1, 5, 1, 6, 3) = 29
Reroll 1s again: 2d6 ⇒ (6, 5) = 11
Alright...if I did this right.
6,6,6,1(becomes a 5)
1(becomes a 5),4,4,2
4,1 (becomes a 3),3,6
1 (becomes a 1),1 (becomes a 5),4,1 (becomes a 1)
4,5,1 (becomes a 6),6
1 (becomes a 3),3,4,3
(If the 1s reroll that came out 1s again, then 4th line becomes 6,5,4,5)
So 18,13,13,16,17,10 x10 puts me at 200....not bad.
Not a bad haul either way. My main thought was to pull ol Wulfrum back out since he was made for Giantslayer before...however, I am feeling a good barbarian?
If I did a Barbarian, I have an idea for an Ifrit Unchained Urban Barb.
Stats would end up Str 18,Dex 18,Con 17,Int 13,Wis 11,Cha 12
Which would be pretty nasty as a front liner.
Though, Wulfrum was made for this campaign already and I think he makes a good idea for a Dwarf character for this setting.
Str 18, Dex 16, Con 15, Int 10, Wis 19, Cha 11 ends up being a pretty powerful Warpriest as well.
Starting Wealth: 5d6 ⇒ (6, 5, 5, 2, 2) = 20

eriktd |

I went through the thread and collected the finished applications so far for easy perusal.
Finished Applications:
Ouachitonian - Grod the Cunning - Half-Orc Inquisitor (Sacred Huntmaster)
Galahad0430 - Allistaire - Human (Taldan) Fighter (Aldori Defender)
Anthorg - Hundar - Half-Orc Druid (Mountain)
Dorian 'Grey' - Uhe Stonethorn - Dwarf Bard (Archaeologist)
adsapiens (The Archlich) - Agatsu Hulla - Human (Kellid) Monk (Monk of the Empty Hand/Sin Monk)
Aldizog - Brogann - Human Wizard (Sword Binder)
Crisischild - Bain Ironshaper - Dwarf Warpriest (Forgepriest)
nightdeath - Lokien Forge - Dwarf Fighter (Unbreakable)
eriktd - Kílien Halfelven - Dwarf (Elf) Ranger (Deep Walker/Wilderness Medic)
Zanbabe - Zirelle - Human Sorcerer
Herkymr the Silly - Xinfe - Half-Elf (Half-Drow) Alchemist (Bramble Brewer)
These looked like they were still in progress to me.
Applications In Progress:
trawets71 - Dwarf Ranger
theasl -
Cuàn -
Trevor86 -
AGamer70 -
pad300 -
joker 27 -
TClegg1024 (Laird_Thorne) -
JoshB -

Aradesh Gorewolf |
1 person marked this as a favorite. |

Hey everyone, this is Trevor 86's partially completed submission. I did the crunch yesterday with the help of herolab. I hope to write down the fluff I came up with somewhere today and fully complete it, but thought I'd drop this now so that other applicants could see what Shaman build I went for (since I believe at least two others were thinking of going the same class).
In short, Aradesh is set up to be a main healer who will eventually get access to arcane defensive and party buffs. She will also take the potion brewing hex (cauldron) early on so that she can turn her array of support spells into discounted potions with her own caster level. Optionally, she could also take the hex that allows her to craft woundrous magical items.
If another main healer is preferred, she could easily pick a different spirit than Life and go for either full debuffing or melee bruising.

Cuàn |

Here is Tully Fizzwinkle, my Halfling-born Tiefling.
He has a wide array of skills, focusing on scouting and moving around the world. He's also pretty good at bluffing his way out of (and into) things.
When it comes to combat he'd be a fairly standard Rogue at the start but at later points will heavily invest in alchemical tools and Dirty Trick maneuvers (Agile Combatant is next on my list).
He's a devout follower of Chaldira. He more or less follows Chaldira's paladin code, but as fits a good Chaotic character, this code is just something to generally aim for, not a rule set in stone and he'll freely suspend his following them serves longer term goals.
- I will not hesitate to fight against those who oppress or attack the innocent.
- I will never fail to help a friend in need.
- I will acknowledge whenever I, or others, have benefitted from a lucky turn of events and praise the fortune that Chaldira bestows.
- It is my sacred duty to learn and explore.
- I freely serve my community and share my worldly goods with others, so I might demonstrate charity by example.
- I will defend children in particular from abuse and evil, so their unwritten future can remain bright.
He still lacks gear but I have a question there:
I rolled gold before when I still started on Fighter. Fighter rolls 1 dice more than Rogue so would it be ok if I just ditch the last of those dice or do I reroll?

JasonX |

I went through the thread and collected the finished applications so far for easy perusal.
Finished Applications:
Ouachitonian - Grod the Cunning - Half-Orc Inquisitor (Sacred Huntmaster)
Galahad0430 - Allistaire - Human (Taldan) Fighter (Aldori Defender)
Anthorg - Hundar - Half-Orc Druid (Mountain)
Dorian 'Grey' - Uhe Stonethorn - Dwarf Bard (Archaeologist)
adsapiens (The Archlich) - Agatsu Hulla - Human (Kellid) Monk (Monk of the Empty Hand/Sin Monk)
Aldizog - Brogann - Human Wizard (Sword Binder)
Crisischild - Bain Ironshaper - Dwarf Warpriest (Forgepriest)
nightdeath - Lokien Forge - Dwarf Fighter (Unbreakable)
eriktd - Kílien Halfelven - Dwarf (Elf) Ranger (Deep Walker/Wilderness Medic)
Thank you, I was getting ready to compile a list. FYI, most of the applications make it obvious which role they intend to fill, but please, everyone, say it in your application. I am going to take this list and split it by roles. If you think you are misplace, let me know.

JasonX |
1 person marked this as a favorite. |

Apps so far split by role:
Front line melee:
Ouachitonian - Grod the Cunning - Half-Orc Inquisitor (Sacred Huntmaster)
Galahad0430 - Allistaire - Human (Taldan) Fighter (Aldori Defender)
adsapiens (The Archlich) - Agatsu Hulla - Human (Kellid) Monk (Monk of the Empty Hand/Sin Monk)
nightdeath - Lokien Forge - Dwarf Fighter (Unbreakable)
Crisischild - Bain Ironshaper - Dwarf Warpriest (Forgepriest)
Rogue/Skilled:
Dorian 'Grey' - Uhe Stonethorn - Dwarf Bard (Archaeologist)
Arcane:
Aldizog - Brogann - Human Wizard (Sword Binder)
Zanbabe - Zirelle - Human Sorcerer [?]
Divine/Healer:
Utility:
Anthorg - Hundar - Half-Orc Druid (Mountain)
eriktd - Kílien Halfelven - Dwarf (Elf) Ranger (Deep Walker/Wilderness Medic) [Ranged]
Herkymr the Silly - Xinfe - Half-Elf (Half-Drow) Alchemist (Bramble Brewer)

Redblade8 |

Funny thing has been happening to Szula as I've been building her. She's kind of turned from a sorcerer to a bloodrager, same bloodline (elemental (air)). :)
Bloodrager gold: 3d6 ⇒ (5, 2, 6) = 13
GM, any chance you're cool with Bloodrage working like an UnBarb's Rage? It's slightly less powerful from a "RRRRAGH-2-handed-weapon-smash" standpoint, but it's less bookkeeping.
Edit: orcish kind of question. GM, are you amenable to reskinning a dwarven waraxe as a 1e version of the "orc necksplitter", thus qualifying for orcish weapon familiarity?

Aradesh Gorewolf |

Apps so far split by role:
Front line melee:
Ouachitonian - Grod the Cunning - Half-Orc Inquisitor (Sacred Huntmaster)
Galahad0430 - Allistaire - Human (Taldan) Fighter (Aldori Defender)
adsapiens (The Archlich) - Agatsu Hulla - Human (Kellid) Monk (Monk of the Empty Hand/Sin Monk)
nightdeath - Lokien Forge - Dwarf Fighter (Unbreakable)
Crisischild - Bain Ironshaper - Dwarf Warpriest (Forgepriest)Rogue/Skilled:
Dorian 'Grey' - Uhe Stonethorn - Dwarf Bard (Archaeologist)Arcane:
Aldizog - Brogann - Human Wizard (Sword Binder)
Zanbabe - Zirelle - Human Sorcerer [?]Divine/Healer:
Utility:
Anthorg - Hundar - Half-Orc Druid (Mountain)
eriktd - Kílien Halfelven - Dwarf (Elf) Ranger (Deep Walker/Wilderness Medic) [Ranged]
Herkymr the Silly - Xinfe - Half-Elf (Half-Drow) Alchemist (Bramble Brewer)
While I still need to add the fluff, Aradesh is a life spirit shaman and is made for the divine/healer role. Whatever critical cleric divine spell she might miss, she can eventually get through her favored class bonus.