JasonX's Giantslayer

Game Master JasonX

The town of Trunau faces trouble. Can our intrepid adventurers save the day?


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I still had the list saved with all the links to the rolls and sheets intact, so I've just reorganized it as you wanted it (and added two more finished applications).

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)
Crisischild - Bain Ironshaper - Dwarf Warpriest (Forgepriest)
nightdeath - Lokien Forge - Dwarf Fighter (Unbreakable)

Rogue/Skilled:

Dorian 'Grey' - Uhe Stonethorn - Dwarf Bard (Archaeologist)
Cuàn - Tully Fizzwinkle - Tiefling (Halfling) Unchained Rogue (Underground Chemist/Vexing Dodger)

Arcane:

Aldizog - Brogann - Human Wizard (Sword Binder)
Zanbabe - Zirelle - Human Sorcerer [?]

Divine/Healer:

Trevor86 - Aradesh Gorewolf - Half-Orc Shaman

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)

Grand Lodge

Asher starting wealth

5d6 ⇒ (5, 5, 2, 4, 5) = 21 x 10 =210

And now he's complete

Asher
Male human (Taldan) warpriest (molthuni arsenal chaplain) of Vildeis
NG Medium humanoid (human)

Str 17, Dex 19, Con 16, Int 16, Wis 15, Cha 15
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 11 (1d8+3)

--------------------
Offense
--------------------
Speed 30 ft.
Melee
punching dagger +3 (1d6+3/×3) or
spiked gauntlet +3 (1d4+3) or
unarmed strike +3 (1d3+3 nonlethal)

Ranged longbow +5 (1d8/×3) blunted arrows (1d4/x3)

Special

blessings 3/day (War: war mind)
sacred weapon (1d6, +0, 1 rounds/day)
Warpriest (Molthuni Arsenal Chaplain)

Spells Prepared - Can convert to heal on the fly
(CL 1st; concentration +3)
1st—divine favor (2)
0 (at will)—detect magic, light, stabilize

Feats Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits fate's favored, reactionary

Languages Common, Draconic, Giant, Orc

Other Gear leather armor, arrows (40), blunt arrows[APG] (20), composite longbow, punching dagger, spiked gauntlet, backpack, bedroll, belt pouch, belt pouch, flint and steel, holy text (Vildeis)[UE], soap, spell component pouch, trail rations (2), waterskin, wooden holy symbol of Vildeis,

Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Heart of the Fields +0 (Profession [engineer], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.


Regarding the question mark after my character... there is no archetype if that is what you are looking for there.

However, she does have the Draconic bloodline if you wanted to add that detail instead.

She is currently planned to go arcane, but of course could go a different way later if it meshes better with the party.

Grand Lodge

Asher's Alias Post

https://paizo.com/people/AsherPbP#newPost

Note.. changed my handle from my full name, George Papadakis to this.


JasonX wrote:

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)

Grod would probably best be placed in utility. He is good on the frontline certainly, but also has 8 skill points/level (10 w/background skills) and can cast CLW.


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Zanbabe wrote:

Regarding the question mark after my character... there is no archetype if that is what you are looking for there.

However, she does have the Draconic bloodline if you wanted to add that detail instead.

She is currently planned to go arcane, but of course could go a different way later if it meshes better with the party.

The ? was for whether you are actually an Arcane slot.


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Uhe will likely be placed in his own category; not many dwarven bards about...lol.

Sovereign Court

Uhe is a rare Dwarf. :P

Silver Crusade

No Titan Fighters? Shame. They may be a bit suboptimal, but they have style. I would like to submit a Suli-Jann Titan Fighter.

4d6 ⇒ (5, 2, 4, 3) = 14-2=12
4d6 ⇒ (6, 2, 4, 2) = 14-2=12
4d6 ⇒ (5, 5, 2, 6) = 18-2=16
4d6 ⇒ (5, 2, 6, 1) = 14 Reroll: 1d6 ⇒ 5-2=16
4d6 ⇒ (5, 2, 2, 3) = 12-2=10
4d6 ⇒ (6, 5, 3, 6) = 20-3=17

Wealth: 5d6 ⇒ (5, 5, 5, 4, 5) = 24x10


GM, at your earliest convenience, can I get an answer to my two questions?

1. Can a bloodrager use Unchained Barbarian's Rage mechanics?

2. Could I use a reskinned dwarven waraxe as an orc necksplitter, to qualify for Orcish Weapon Familiarity?

Thanks!


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Here's what I've got for Szula. Two questions posed above still need clarification.

(When Szula showed up in my head, she showed up as a she. I am resisting the urge to make her male, which would only be for the purposes of making "A Boy Named Szu" jokes.)

Description:
Szula is a powerfully-built young woman, a touch over six feet and about 230 lbs. She bears clear evidence of her orcish ancestry in her green skin, facial features, and broader build relative to a human. She wears her black hair in a braid down the back, and the sides of her head are shaved.

Background:
Szula was born to a Belkzen tribe called the Storm Furies. As an infant, she was marked by the tribe's shamans as being a "daughter of Rull." However, at the age of five, the shamans revealed that the role of this particular daughter was to be sacrificed to Rull, so that the tribe would survive the storms that feed the Flood Road.

At this, Szula's parents decided they'd had enough. They prepared to flee with their daughter. The chief shaman caught wind of their plan, however, and a fight broke out. Szula's mother Julla died holding off several of the tribe's warriors, allowing her father to make off with Szula. They traveled south for days, and Khosh (her father) eventually succumbed to wounds he took in the flight from the tribe.

Szula kept heading south, and eventually stumbled upon Trunau. She's earned her keep as a hunter and leatherworker, and has earned the trust of the locals over the years. Recently, in a skirmish against a few orc raiders, Szula found the surprising ability to charge her axe with lightning. A consultation with Agrit Staginsdar suggested that she might have some latent magical abilities starting to surface. Szula is looking forward to seeing that come to pass…

Crunch:
Szula Kovuk
Female half-orc bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +3, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 40 ft.
Melee battleaxe +4 (1d8+9/×3) or
. . mwk dagger +5 (1d4+6/19-20)
Special Attacks bloodrage (6 rounds/day), elemental strikes
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 12, Wis 14, Cha 15
Base Atk +1; CMB +4; CMD 17
Feats Endurance, Power Attack
Traits highlander (hills or mountains), trunau native
Skills Acrobatics +0 (+4 to jump), Climb +6, Craft (leather) +5, Intimidate +6, Linguistics +2, Perception +6, Stealth +5 (+7 in hilly or rocky areas), Survival +6; Racial Modifiers highlander (hills or mountains)
Languages Common, Dwarven, Giant, Orc
SQ fast movement, orc blood
Other Gear lamellar (leather) armor[UC], battleaxe, mwk dagger, backpack, belt pouch, blanket[APG], flint and steel, leatherworking tools, pot, soap, torch (2), trail rations (5), waterskin, 46 gp, 8 cp
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Strikes (3/day) (Su) As swift action, your melee attacks do an additional 1d6 Electricity dam for 1 rd.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.


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4d6 ⇒ (5, 4, 1, 2) = 12 Reroll: 1d6 ⇒ 1 Reroll: 1d6 ⇒ 3
4d6 ⇒ (6, 3, 5, 5) = 19
4d6 ⇒ (3, 1, 2, 6) = 12 Reroll: 1d6 ⇒ 3
4d6 ⇒ (2, 4, 3, 4) = 13
4d6 ⇒ (4, 4, 4, 5) = 17
4d6 ⇒ (2, 3, 3, 6) = 14

12, 16, 12, 11, 13, 12

4d6 ⇒ (5, 2, 1, 6) = 14 Reroll: 1d6 ⇒ 3
4d6 ⇒ (1, 1, 4, 2) = 8 Rerolls: 2d6 ⇒ (1, 6) = 7 Reroll: 1d6 ⇒ 1 Reroll: 1d6 ⇒ 6
4d6 ⇒ (5, 2, 3, 3) = 13
4d6 ⇒ (1, 6, 1, 6) = 14 Rerolls: 2d6 ⇒ (1, 4) = 5 Reroll: 1d6 ⇒ 6
4d6 ⇒ (1, 3, 2, 6) = 12 Reroll: 1d6 ⇒ 1 Reroll: 1d6 ⇒ 1 Reroll: 1d6 ⇒ 3
4d6 ⇒ (1, 6, 6, 1) = 14 Rerolls: 2d6 ⇒ (4, 2) = 6

14, 16, 11, 18, 12, 18

I win the prize for the most rerolls?


sounds interesting and I m thinking of an idea..

lets see what the dice say:

1: 4d6 ⇒ (2, 2, 3, 1) = 8
2: 4d6 ⇒ (5, 2, 3, 3) = 13
3: 4d6 ⇒ (4, 3, 1, 2) = 10
4: 4d6 ⇒ (1, 4, 2, 3) = 10
5: 4d6 ⇒ (1, 1, 1, 2) = 5
6: 4d6 ⇒ (3, 3, 3, 6) = 15

reroll 1: 1d6 ⇒ 1
reroll 1: 1d6 ⇒ 3

reroll 3: 1d6 ⇒ 5

reroll 4: 1d6 ⇒ 2

reroll 5: 3d6 ⇒ (2, 5, 4) = 11

ok so that is: 8, 11, 12, 9, 11, 12

ok the standard commoner array is even better than that i think


Forgot the second try...

4d6 ⇒ (2, 4, 5, 5) = 16
4d6 ⇒ (2, 1, 5, 1) = 9 reroll: 2d6 ⇒ (1, 4) = 5 reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 6
4d6 ⇒ (1, 5, 6, 6) = 18 reroll: 2d6 ⇒ (3, 4) = 7
4d6 ⇒ (1, 5, 2, 4) = 12 reroll: 1d6 ⇒ 2
4d6 ⇒ (2, 2, 6, 2) = 12 reroll: 1d6 ⇒ 2
4d6 ⇒ (1, 4, 4, 4) = 13

ok that's 14, 16, 17, 11, 10, 12


Redblade8 wrote:

GM, at your earliest convenience, can I get an answer to my two questions?

1. Can a bloodrager use Unchained Barbarian's Rage mechanics?

2. Could I use a reskinned dwarven waraxe as an orc necksplitter, to qualify for Orcish Weapon Familiarity?

Thanks!

I prefer you to stick to the regular rules for Bloodrager.

The weapon idea is fine.


Wanted to drop a quick note that I finished the backstory and that my submission is now technically complete, going by the required guidelines. I'll add another bit about her appearance and personality when I have the time to do it, probably tomorrow, though.

Looks like we have a bunch of fun characters submitted! Eagerly looking forward to the results.


Sorry I'm being slow. I will try to get my stuff together for Saturday...


Here is my submission Dolgrym Giantfoe You could consider him melee or utility. He will be going TWF and twin thunders paths.

Starting gold: 5d6 ⇒ (4, 3, 2, 1, 2) = 12

Average it is.


I should be mostly done: Ashlara Thanusara, elf eldritch scoundrel (arcane-casting rogue). She fits in the rogue/skilled category.

background:
Growing up among the elves of the Mierani Forest, Ashlara was always fascinated with magic, especially as a member of a distinguished family of mages and warriors. She took to the arcane arts easliy, but never seemed satisfied with just the academic study of magic. Instead, she threw herself into more practical applications, adapting both the arcane and martial sides of her family into a unique fighting style centered around their trademark weapon, the branched spear. She also took a particular interest in magical objects - weapons, traps, and especially artifacts - dedicating most of her studying time towards researching them with the hope of one day creating her own to add to the annals of magical lore.

It soon became obvious to Ash that being cooped up in the forest was a waste of the abilities she'd developed, and she decided to move to Kyonin, the heart of elven scholarship and culture, exploring the magic in the world around as she went. She made her way through Varisia all the way to the Mindspin Mountains, before the caravan she was traveling with was ambushed by an orc raiding party not long after leaving Trunau. Ash helped fight off the attack, but with most of their supplies seized or destroyed in the chaos, the surviving members of the caravan had no choice but to return to the shelter of the walled city. Not feeling confident enough to set off on her own, Ash has been waiting for the caravan to restock and prepare to set off again, but they've decided to put off their departure until after the Hopeknife Festival...

As for advancement, she'll stick with rogue, and eventually if we get far enough then she'll go for the Dimensional chain of feats.


I forgot to add description so here is is

xinfe:
Stands short compared to other half-elfs reaching a mere 5'11". Although short he is well muscled with dark green eyes and a darker complexion then most of those around him. His ears are almost as pointed as an elf's ears but he keeps them covered under a myriad of little braids.
He presents as anxious by glancing around often as if searching for danger. Other than anxious he is friendly once engaged.


Small update: Given the current situation, I think I'll move Hundar the druid to the healer spot. He can't heal as much as a cleric/oracle and he'll need wands, but he can do it.


I'd like to submit this character. I have background, description, etc. done but will need to re-work the crunch. Last time through I finished the first book and then the game had to be called. I rather liked the character so would like to give her another shot. I will work on rebuilding after work this evening but it shouldn't be too hard to do, I think I still have her old level one version saved so I will just need to adjust the stats.


I have updated Brogann with the second set of stat rolls, and also added a good amount of backstory, detailing his past six months in Trunau and his connection to various NPCs in the Players' Guide.

He is still a Gorum-worshiping greatsword-hurling Sword Binder, of course. Meeting strength with strength just feels to me like a more epic way to to go for this AP than spamming Glitterdust every fight (but of course he will learn that spell for invisible foes).


Tully is done. Made some adjustments in the archetype department and swapped out a feat. He's now a Phantom Thief, it's what you get when both your parents are scholars, and the feat was swapped out for Agile Combatant (from the Elephant in the Room document).
He'll be playing around with Dirty Trick maneuvers.

Best fit would be Rogue/Skilled with his massive 12(14) skill points per level. He could fit Utility in a pinch mixing up alchemy skills and wands with Use Magic Device.

As far as advancement goes, I'm still looking at possibly multiclassing into Fighter using the Opportunist archetype, though at what point and for how many level I'm not sure on. It won't be before 5th level though and as it stands it's unlikely he'll pick up more than 5 Fighter levels total, if that.
Beyond that I'm looking at improving his ability both with Dirty Tricks and with alchemical tricks and maybe further exploiting his planar heritage as well. In short he's a tricky combatant who'll turn anything into an advantage for him and his companions.

Background:

Holbert and Maria Fizzwinkle lived and worked way up north in Mendev in the city of Kenabres though they did stick out a bit in a city full of crusaders as neither was the martial type. Instead both worked with the Riftwardens, trying to figure out the mechanics of the abyssal rift and how to close it. Their plans changed quite a bit though when Maria got pregnant. Within weeks they had packed up their things and left, heading for Vigil in Lastwall, Holbert's city of birth.

What neither of them expected was that their unborn child had been tainted by the subject of their research. Initially it wasn't much of an issue. Tully was more or less just another halfling boy, only difference being he had a little tail that more or less functioned as a third hand. Still it was enough for the locals to have an instant dislike of the child and his parents ended up homeschooling him, though he lacked their skill with magic.

The physical manifestations of the abyssal taint increased as he aged, resulting in scaled skin on parts of his body, an elongated forked tongue and elongated canines in both jaws. While none of this bothered his parents, nor the 'normal' siblings that had been born after him the general population shunned him and blamed him for just about anything. The fact he was mischievous and very smart for a kid his age didn't help him either. When he started being blamed for a series of burglaries he couldn't have committed due to his size and being at home at the time his father picked him up and they left for Trunau. His mother and siblings followed a few weeks later.

Trunau was a much kinder home to Tully. None seemed to mind his appearance as long as they all contributed to the town in some way, which they did. His father, Hobart, quickly got to work as an apothecary while his mother started teaching the local children. When Tully was old enough he started working with his father and later he joined the patrols around the town, becoming a very accomplished scout. He'd be able able to hide just about anywhere, despite the mop of red hair on his head.

Grand Lodge

Will try to update Asher a bit more later.

My goal for his role is to develop him as a back rank damage dealer who can do buffs for the front liners, do emergency healing, ranged stabilization, and condition removal during fights, and use wands for after combat healing.

So fun to play in a fight, and not a healbot, but capable of healing and support when needed.


I've updated the list for everyone's convenience. Let me know if anything doesn't look right, I'm happy to fix!

Front Line Melee:

Galahad0430 - Allistaire - Human (Taldan) Fighter (Aldori Defender)
adsapiens (The Archlich) - Agatsu Hulla - Human (Kellid) Monk (Monk of the Empty Hand/Sin Monk)
Crisischild - Bain Ironshaper - Dwarf Warpriest (Forgepriest)
nightdeath - Lokien Forge - Dwarf Fighter (Unbreakable)
Redblade8 - Szula - Half-Orc Bloodrager
trawets71 - Dolgrym Giantfoe - Dwarf Ranger

Rogue/Skilled:

Dorian 'Grey' - Uhe Stonethorn - Dwarf Bard (Archaeologist)
Cuàn - Tully Fizzwinkle (Stats)- Tiefling (Halfling) Unchained Rogue (Phantom Thief)
theasl - Ashlara Thanusara (Stats) - Elf Unchained Rogue (Eldritch Scoundrel)

Arcane:

Aldizog - Brogann - Human Wizard (Sword Binder)
Zanbabe - Zirelle - Human Sorcerer

Divine/Healer:

Trevor86 - Aradesh Gorewolf - Half-Orc Shaman
Anthorg - Hundar - Half-Orc Druid (Mountain)

Utility:

Ouachitonian - Grod the Cunning - Half-Orc Inquisitor (Sacred Huntmaster)
eriktd - Kílien Halfelven - Dwarf (Elf) Ranger (Deep Walker/Wilderness Medic) [Ranged]
Herkymr the Silly - Xinfe (Stats) - Half-Elf (Half-Drow) Alchemist (Bramble Brewer)
Papadage - Asher (Stats) - Human (Taldan) Warpriest (Molthune Arsenal Chaplain)


Added a short description of Ara's appearance and behavior, as well as some extra detail on future development and the party contribution of her spirit animal/familiar (which I'd forgotten about earlier, whoops).

Well, I think that's about the best I can do! Good luck everyone!


Working on the rebuild.

Roll 1: 4d6 ⇒ (5, 1, 3, 3) = 12
re-roll 1s: 1d6 ⇒ 6
Roll 2: 4d6 ⇒ (2, 1, 1, 2) = 6
re-roll 1s: 2d6 ⇒ (2, 4) = 6
Roll 3: 4d6 ⇒ (1, 3, 2, 3) = 9
re-roll 1s: 1d6 ⇒ 6
Roll 4: 4d6 ⇒ (2, 3, 2, 5) = 12
Roll 5: 4d6 ⇒ (5, 1, 4, 6) = 16
re-roll 1s: 1d6 ⇒ 6
Roll 6: 4d6 ⇒ (3, 1, 1, 1) = 6
re-roll 1s: 3d6 ⇒ (3, 1, 2) = 6

14
8
12
10
17
8

...Yeah, that's dice rolls for me. That's an 19 pt buy equivalent so I'll take the 25 pt build.

GP: 3d6 ⇒ (3, 1, 5) = 9*10=90
Taking avg of 105.


I'm going to throw Thuradin's hat into the ring. Thuradin Drackengorge, dwarven Warpriest of Torag.
4d6 ⇒ (4, 2, 4, 1) = 11; 1d6 ⇒ 5=13
4d6 ⇒ (4, 5, 1, 3) = 13; 1d6 ⇒ 5=14
4d6 ⇒ (2, 3, 3, 1) = 9; 1d6 ⇒ 5=11
4d6 ⇒ (5, 5, 6, 5) = 21=16
4d6 ⇒ (1, 2, 2, 5) = 10; 1d6 ⇒ 3=10
4d6 ⇒ (5, 4, 5, 5) = 19=15
That's a 20 point buy, so I don't think I'm going to press my luck and I'll go with the 25 point buy.

Starting gold: 5d6 ⇒ (5, 4, 5, 4, 4) = 22=220 gold


And that should have Lialda up to date.


Submitting Tharok, a Half-Orc Cragkin Ranger.


Here is Szula, given a page of her own.


Presenting Makoa the Wanderer. 1/2 Orc Unsworn Shaman

Description:
Makoa’s clearly had an outdoor life, his weathered grey-tinged skin is tanned with a bronze tint. He has visible tattoos, mostly religious symbology (enough study and a high enough K(religion) or K(arcane) will reveal they a sacred tattoo) He has black hair with a goatee and a mustache (he is only 17, but ½ orcs are not long lived). He has hazel eyes, small tusks, and an old scar on one cheek. For a ½ orcs, he is small-ish and slim, 6’ and 188 lbs. His gear is well cared for, but plain.

Demeanour:
He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is a devoted scholar, he is quick to pull out a good bottle of wine, his pipe, and to lose himself in a book of any kind (hedonistic drawback). Still, he has the ability to concentrate on a project, especially those involving scholarship or magic..

Background:
Makoa is a ½ orc born to one of the Cleft Head tribe in the Hold of Belkzen. ). The shamans cast the runes when he was born, and felt he was destined for great things (fate’s favored). Thus, the ½ orc child was allowed to live. Physically, he was smaller and weaker than most of the tribe. Inevitably, he was bullied (reactionary) and forced to work very hard (Life of Toil) but he found his own path, becoming a shaman through apprenticeship with his uncle Prabur Halfhand (Shaman’s Apprentice).
It was his uncle that put on his sacred tattoos (Sacred Tattoo), when he came of age, and undertook his shamanic initiation ceremony. His dreamquest lead him to a rabbit spirit animal. Unfortunately, Prabur died, and this put him under the supervision of another shaman, Felzak Bloodytustk. Felzak disliked Makoa, and proposed to send him on a pilgrimmage to the Brimstone Haruspex, which would have been a death sentence for a ½ orc… Makoa pretended to go on the pilgrimage, but instead fled. Seeking a new start, he hopes to find a future with his father’s folk.

To start, his travels have brought him to Trunau. Even in this limited exposure, civilization is seducing him with its comfort and scholarship (Hedonistic). Not to mention, he has always had a bit of an urge to see what is over the next hill, which isn’t leading him to settle down anytime soon.

Stats:

Makoa
CG Male ½ Orc (Sacred Tattoo, Fey Thoughts, Shaman’s Apprentice)
Shaman 1 (Unsworn)
Init +4 = +2 (Dex) +2 (trait)
Speed 30 ft
Darkvision 60 ft

Defense
AC : 17 = 10+2 (dex) + 5 (armor)
HP: 10 = 8+1 Con+1 FCB
Fort +4 = +0 Shaman 1+2(luck)+1(Con)+1 trait
Ref +5 = +0 Shaman 1+2(luck)+2(Dex)+1 trait
Will +8 = +2 Shaman 1+2(luck)+4(Wis)
CMD : 13 =10 +0 (bab) + 3

Offense

BAB : +0
Melee: +3 Longspear (1d8+5) +3 Spiked Gauntlet (1d4+3)
Ranged: +2 Sling
CMB : +3 = +0 (Bab)+3(str)

Spells Prepared

L0 (DC 14, 3) : Guidance, Stabilize, Daze
L1 (DC 15, 1+1):

Hexes: ***

Stats
Str 16
Dex 15
Con 12
Int 14
Wis 18 = 16 +2 Racial
Cha 15

Feats : Endurance (Shaman’s Apprentice), Combat Reflexes (1st),

Traits : Roll with It (Campaign) Hedonism (drawback), Reactionary (combat) Life of Toil (social), Fate’s Favored (Faith Trait)

Skills (4+2(int)+ /lvl) + 2 FCB (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (1, +6 = 1 rank +3 trained +2 cha),
Spellcraft (1, +6=1 rank +3 trained +2 int),
Perception (1, +8 = 1 rank +3 trained +4 wis),
Use Magic Device (1, +6 = 1 rank +3 trained +2 cha),
Heal (1, +8 = 1 rank +3 trained +4 wis),
Survival (1, +8 = 1 rank +3 trained +4 wis)

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Handle Animal, (1,+6= 1 rank +3 trained +2 cha)
Linguistics (1, +6=1 rank +3 trained +2 int)

Languages : Common, Orc, Draconic, Giant, Sylvan

Class Abilities:

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Minor Spirit (Su): At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.
She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter. This ability replaces spirit and alters hex.

Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.

A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Race Abilities:

Darkvision: Half-orcs can see in the dark up to 60 feet.
Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity.

Equipment (110 gp):

Weapons: Longspear (5 gp), Sling, Spiked Gauntlet (5 gp)

Armor:
Scale Mail (50 gp)

Equipment
***

Equipment is incomplete, and I think the background needs a little more polishing, but here's at least a start on my submission.

Makoa is very flexible due to the unsworn archetype. He could fill a spot in either the divine/healer, utility, or even arcane slots. Especially as he progresses in level and gets access to multiple spirits.

Liberty's Edge

Lialda Boreana wrote:
And that should have Lialda up to date.

I believe you are missing a trait. Two traits + campaign trait.


dice rolls 1st try:
1: 4d6 ⇒ (4, 1, 1, 3) = 9
2: 4d6 ⇒ (1, 4, 3, 1) = 9
3: 4d6 ⇒ (6, 1, 3, 1) = 11
4: 4d6 ⇒ (1, 4, 4, 5) = 14
5: 4d6 ⇒ (2, 6, 3, 1) = 12
6: 4d6 ⇒ (4, 3, 1, 4) = 12
rerolls:
1: 2d6 ⇒ (3, 4) = 7
2: 2d6 ⇒ (5, 4) = 9
3: 2d6 ⇒ (2, 4) = 6
4: 1d6 ⇒ 6
5: 1d6 ⇒ 3
6: 1d6 ⇒ 2
drop lowest:
1: 11
2: 13
3: 13
4: 15
5: 12
6: 11

Poor rolls:(. Because I'd rather gamble than Point-buy:
dice rolls 2nd try:
1: 4d6 ⇒ (1, 4, 2, 4) = 11
2: 4d6 ⇒ (3, 6, 1, 5) = 15
3: 4d6 ⇒ (5, 2, 1, 2) = 10
4: 4d6 ⇒ (1, 1, 5, 5) = 12
5: 4d6 ⇒ (2, 4, 6, 1) = 13
6: 4d6 ⇒ (1, 6, 4, 5) = 16
rerolls:
1: 1d6 ⇒ 4
2: 1d6 ⇒ 4
3: 1d6 ⇒ 5
4: 2d6 ⇒ (5, 4) = 9
5: 1d6 ⇒ 2
6: 1d6 ⇒ 6
drop lowest:
1: 12
2: 15
3: 12
4: 15
5: 12
6: 17


Crisischild wrote:
Lialda Boreana wrote:
And that should have Lialda up to date.
I believe you are missing a trait. Two traits + campaign trait.

You are quite right, I misread that part. Thanks for catching that!

*EDIT*
Added a trait and realized I need to account for the Elephant in the room rules but that will be fairly minor to do. Unfortunately it's now time to have breakfast before work so it will be late this evening before I can finish up.


Lialda Boreana wrote:
Crisischild wrote:
Lialda Boreana wrote:
And that should have Lialda up to date.
I believe you are missing a trait. Two traits + campaign trait.

You are quite right, I misread that part. Thanks for catching that!

*EDIT*
Added a trait and realized I need to account for the Elephant in the room rules but that will be fairly minor to do. Unfortunately it's now time to have breakfast before work so it will be late this evening before I can finish up.

Oh, it's two + campaign? If so I'll adjust Szula appropriately.

Also, now I'm confused. Are we using Elephant in the Room/"feat tax" rules? Or Drogeny, are you saying you need to take them off Lialda b/c they were in use on her last go-round?

Liberty's Edge

Redblade8 wrote:
Lialda Boreana wrote:
Crisischild wrote:
Lialda Boreana wrote:
And that should have Lialda up to date.
I believe you are missing a trait. Two traits + campaign trait.

You are quite right, I misread that part. Thanks for catching that!

*EDIT*
Added a trait and realized I need to account for the Elephant in the room rules but that will be fairly minor to do. Unfortunately it's now time to have breakfast before work so it will be late this evening before I can finish up.

Oh, it's two + campaign? If so I'll adjust Szula appropriately.

Also, now I'm confused. Are we using Elephant in the Room/"feat tax" rules? Or Drogeny, are you saying you need to take them off Lialda b/c they were in use on her last go-round?

Feat tax rules are in use.

The wizard can power attack.

All is lost.


Let's roll and see if I have time to put an application:

4d6 ⇒ (2, 2, 1, 6) = 11
4d6 ⇒ (6, 2, 2, 5) = 15
4d6 ⇒ (1, 6, 6, 6) = 19
4d6 ⇒ (6, 6, 1, 5) = 18
4d6 ⇒ (1, 1, 6, 6) = 14
4d6 ⇒ (1, 1, 6, 5) = 13

Reroll row 1: 1d6 ⇒ 1
Reroll row 3: 1d6 ⇒ 4
Reroll row 4: 1d6 ⇒ 1
Reroll row 5: 2d6 ⇒ (4, 2) = 6
Reroll row 6: 2d6 ⇒ (5, 5) = 10

Re-reroll row 1: 1d6 ⇒ 2
Re-reroll row 4: 1d6 ⇒ 1

Re-re-reroll row 4: 1d6 ⇒ 3

Final results:
Row 1: 6, 2, 2, 2 → 10
Row 2: 6, 5, 4, 2 → 15
Row 3: 6, 6, 6, 4 → 18
Row 4: 6, 6, 5, 3 → 17
Row 5: 6, 6, 4, 2 → 16
Row 6: 6, 5, 5, 5 → 16

Quite good, let's make something before tomorrow...


OK, I've updated Szula's page to reflect using the EitR rules and added a trait.

Adding the Feat Tax rules kind of tosses things around for me, as there are now like three different things I could do with my feat choices. For now I'll go with Shield Focus, try and keep myself alive.

GM, those rule changes eliminate Power Attack's existence as a feat, and that's one of my bloodline's bonus feats. Any chance its spot on the Bonus Feat list could be replaced by EitR's Powerful Maneuvers?

Grand Lodge

Same question with me.

Since Point Blank Shot is eliminated by EitR, it reduces my feat count. Can I add a bonus feat to make up for that? I'll pick something aside from Rapid shot so it won't come into play prematurely. I'll probably add Focused Shot (add Int damage to a Standard Action).

I also added a campaign trait that fits in with the back story.


hmmm...I think I'll try to make something arcane.


Redblade8 wrote:

OK, I've updated Szula's page to reflect using the EitR rules and added a trait.

Adding the Feat Tax rules kind of tosses things around for me, as there are now like three different things I could do with my feat choices. For now I'll go with Shield Focus, try and keep myself alive.

GM, those rule changes eliminate Power Attack's existence as a feat, and that's one of my bloodline's bonus feats. Any chance its spot on the Bonus Feat list could be replaced by EitR's Powerful Maneuvers?

For class bonus feats that get lost due to the feat tax rules, yes, you gain a different feat. So the PA feat can be replaced with Powerful Maneuvers.

Point Blank Shot is not eliminated, it is reversed with Precise Shot. Precise Shot now acts as the pre-req for all feats that use to have Point Blank Shot as a pre-req, and Precise Shot is the pre-req for Point Blank Shot.


Merci beaucoup for the clarification.

Now I just, you know, have to be picked, and make it to level 6 before that's even an issue. :D

Grand Lodge

JasonX wrote:
Redblade8 wrote:

OK, I've updated Szula's page to reflect using the EitR rules and added a trait.

Adding the Feat Tax rules kind of tosses things around for me, as there are now like three different things I could do with my feat choices. For now I'll go with Shield Focus, try and keep myself alive.

GM, those rule changes eliminate Power Attack's existence as a feat, and that's one of my bloodline's bonus feats. Any chance its spot on the Bonus Feat list could be replaced by EitR's Powerful Maneuvers?

For class bonus feats that get lost due to the feat tax rules, yes, you gain a different feat. So the PA feat can be replaced with Powerful Maneuvers.

Point Blank Shot is not eliminated, it is reversed with Precise Shot. Precise Shot now acts as the pre-req for all feats that use to have Point Blank Shot as a pre-req, and Precise Shot is the pre-req for Point Blank Shot.

Thanks for that. It works out anyway, since I did not take PB Shot and took Focused Shot instead.

I will post the final version tonight, with added notes and the final stats and build.


Wealth: 4d6 ⇒ (5, 6, 5, 1) = 17*10
Age: 2d6 + 14 ⇒ (1, 2) + 14 = 17
Height: 2d12 ⇒ (12, 8) = 20+ 4'5"
Weight: 2d12 ⇒ (6, 10) = 16*7 + 110.

So 170gp.
17 years old.
6'1", 222lbs.

Well... she's a big lass and no mistake!


I've got an Ulfen Beast Wrestler brawler kicking around from ages ago who I'll update and submit.

4d6 ⇒ (6, 5, 2, 4) = 17 15
4d6 ⇒ (3, 2, 5, 2) = 12 10
4d6 ⇒ (5, 6, 2, 5) = 18 16
4d6 ⇒ (4, 1, 3, 6) = 14 13
4d6 ⇒ (4, 3, 3, 2) = 12 10
4d6 ⇒ (1, 4, 1, 2) = 8 7

Not great. I'll go for the 25 point buy.


4d6 ⇒ (3, 4, 3, 5) = 15 12
4d6 ⇒ (6, 5, 4, 2) = 17 15
4d6 ⇒ (2, 3, 6, 1) = 12 11
4d6 ⇒ (1, 3, 2, 3) = 9 8
4d6 ⇒ (6, 3, 6, 4) = 19 16
4d6 ⇒ (4, 2, 4, 2) = 12 10

I think I'll go for the point buy as well.


Simeon, Veltent, you realize you get to re-roll 1's... Makes a big difference


Trying to get my character finished in time.

Gold: 4d6 ⇒ (4, 6, 4, 5) = 19 x 10 = 190

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