JasonX's Giantslayer

Game Master JasonX

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


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Oh, hadn't noticed that.

4th stat reroll: 1d6 ⇒ 3
last stat reroll: 2d6 ⇒ (2, 1) = 3
last stat reroll reroll: 1d6 ⇒ 3

Well damn, the rerolls bring my 7 up to a 9...


ok so I made my character

all the info is in the alias.

plan is probably all barbarian but might level dip into alchemist for the bombs...cause bombs make lots of blood and gore....

eventually I hope to get strength up to 19 or better so she can wield a Butchering Axe.

Liberty's Edge

Since It's Friday I'm gonna gamble on the second stat rolls.

a:

Stat 1: 4d6 ⇒ (6, 1, 4, 6) = 17 = 18

Stat 2: 4d6 ⇒ (5, 2, 6, 5) = 18 = 16

Stat 3: 4d6 ⇒ (2, 6, 3, 1) = 12 = 13

Stat 4: 4d6 ⇒ (3, 6, 6, 4) = 19 = 16

Stat 5: 4d6 ⇒ (2, 2, 6, 6) = 16 = 14

Stat 6: 4d6 ⇒ (1, 4, 1, 3) = 9 = 11

Reroll 1: 1d6 ⇒ 6

Reroll 2: 1d6 ⇒ 4

Reroll 3: 1d6 ⇒ 1

Reroll 4: 1d6 ⇒ 4

Reroll 5: 1d6 ⇒ 3


Trying to get something submitted but having to do it by phone which is challenging. The Pathbuilder app doesn't seem to have background skills or the EitR rules, so I'll need to adjust when I have time.

Sylvar:

SYLVAR MOONSHADOW

Chaotic Good Medium Elf Unchained Rogue (Scout) 1;

Init 6; Senses Perception: +7

DEFENSE

AC 17, touch 14, flat-footed 13 (studded leather)

hp 10

Fort 1, Ref 6, Will 1

OFFENSE

Speed 30 ft.

Melee Longspear +1 (1d8+1 /x3), Cold-iron Kunai +4 (1d4+1 19-20),

Ranged Shortbow +4 (1d6 /x3), 20 arrows

STATISTICS

Str 13, Dex 18, Con 13, Int 16, Wis 13, Cha 15

Base Atk +0; CMB +1; CMD 15

Feats Combat Reflexes; Weapon Finesse;

Traits: Vexing Defender, Reactionary, Memorable

SQ ; Finesse Training; Sneak Attack +1d6; Trapfinding;

Skills Acrobatics +9; Bluff +6; Climb +5; Disable Device +9; Escape Artist +8; Intimidate +6; Knowledge (local) +7; Perception +7; Sense Motive +5; Stealth +8; Use Magic Device +6;

Equipment Alchemist's fire (1 flask) [Alchemical Power Component]; Kit, rogue's; Outfit, Explorer's;

Sylvar will be filling the rogue/skilled role. Ill dip at second level to get access to martial weapons (still deciding on how) and use an elven branched spear with phalanx fighter and gang up feats eventually. Will also take 2 levels of shadowdancer at some point. That should give me multiple ways to get my SA's in.

Background:
Sylvar seems to have been born travelling as his father worked as a guard and scout for caravans. Following in his father's footsteps, he learned all he could about fighting but found he had other talents as well. Not the strongest, he finds ways to use his quickness to his advantage. During his travels he also had the opportunity to learn different styles and methods of fighting from other races. He continues to learn how to fight larger creatures. The current caravan he is working for brought him to town recently in time for the festival.


Alright, with no internet at home I can only do things from the mobile. No way of editing an avatar from here, but I'll try to advance some work and write done backstory - even if it's a pain in the arse.

I'm working on a Cleric Healer/Support. Will have something done in a while and pray for my provider to fix the connection before the end of the deadline.

Is it customary to have the crush all done and written?


money: 4d6 ⇒ (1, 5, 6, 4) = 16x10= 160 gp
age: 12 + 2d6 ⇒ 12 + (4, 2) = 18 years old
height: 2d4 ⇒ (4, 3) = 7: 2ft 2in tall
weight: 25 + 2d4 ⇒ 25 + (2, 4) = 31 lbs


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This is the last time I'll update this. Hope it was helpful for some of us besides me! Thanks for organizing this JasonX, and good luck everyone!

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 Kovik - Half-Orc Bloodrager
trawets71 - Dolgrym Giantfoe - Dwarf Ranger
Vanulf Wulfson - Thuradin Drackenforge - Dwarf Warpriest
Edward Sobel - Gertrude Hawk - Halfling Barbarian (Titan Mauler)

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)
AGamer70 - Sylvar Moonshadow - Elf Unchained Rogue (Scout)

Arcane:

Aldizog - Brogann - Human Wizard (Sword Binder)
Zanbabe - Zirelle - Human Sorcerer
Drogeney - Lialda Boreana - Half-Elf Witch (Winter Witch)

Divine/Healer:

Trevor86 - Aradesh Gorewolf - Half-Orc Shaman
Anthorg - Hundar - Half-Orc Druid (Mountain)
pad300 - Makoa the Wanderer - Half-Orc Shaman (Unsworn)

Utility:

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

In Progress:

dr. kekyll -
Delightful -
YoricksRequiem -
Profession Smith 6 ranks -
joker 27 -
Oblivion's Scion -
TClegg1024 (Laird_Thorne) -
JoshB -
Jing the Bandit - Wulfrum Boulderhead -
MattZ - Titan Fighter
Nikolaus de'Shade -
electricjokecascade (no rolls) - Tharok Cragsoul - Half-Orc (Cragkin) Ranger
Ellioti -
Jereru - Cleric
Simeon -
Velent -

Sovereign Court

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eriktd deserves thanks for creating that list for everyone.


Cleric Starting Gold: 4d6 ⇒ (5, 2, 3, 4) = 14

Still working up a dwarven cleric of Grundinnar.


Ellioti wrote:

** spoiler omitted **

Poor rolls:(. Because I'd rather gamble than Point-buy:
** spoiler omitted **

Crunch for Willup the Grippli Cleric of Sivanah:

Willup
Male Grippli cleric 1
N Small humanoid (grippli)
Init +5, Senses darkvision (60 ft.); Perception +4
=================================================
DEFENSE
=================================================
AC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 shield, +1 size)
hp 11 ((1d8)+3)
Fort +4, Ref +3, Will +6, +2 trait bonus on all saving throws against charm and compulsion effects
=================================================
OFFENSE
=================================================
Speed 30 ft. Climb 20 ft.
Melee gauntlet +4 (1d2)
Melee cold iron rapier +4 (1d4/18-20)
Ranged alchemist's fire +4 (1d6)

Prepared Spells
Cleric (CL 1st; concentration +5)
1st-blend with surroundings, bless, *lesser confusion(DC 15)
0th-detect magic, ghost sound, guidance
*:Domain spell.
Deity Sivanah; Domains Madness, Knowledge (Thought Subdomain)
=================================================
STATISTICS
=================================================
Str 10, Dex 17, Con 15, Int 12, Wis 19, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Agile Tongue, Weapon Finesse (free)
Skills Acrobatics +8, Diplomacy +7, Knowledge (Religion) +5
Traits Birthmark, Reactionary, Vexing Defender
Languages Common, Gnome, Grippli
SQ Channel Positive Energy (1d6, DC 11, 4/day), Lore Keeper, Vision of Madness (7/day)
Gear alchemist's fire, gauntlet (small), cold iron rapier (small), leather lamellar (small), peasant's outfit (small), heavy wooden shield (small), wooden holy symbol (2), spell component pouch, Weapon Cord, 23.9 gp
=================================================
SPECIAL ABILITIES
=================================================
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Vexing Defender 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.

Camouflage (Ex) Gripplis receive a +4 bonus to Stealth checks in marshes and forested areas.
Princely You gain proficiency with rapiers and +2 racial bonus on Diplomacy and Intimidate.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this ability 4 times per day.
Lore Keeper (Sp) You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 20.
Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack. Choose one of the following; attack rolls, saving throws, or skill checks. The target receives a +1 bonus to the chosen rolls and a -1 penalty to the other two types of rolls. This effect fades after 3 rounds. You can use this ability 7 times per day.

Background for Willup the Grippli Cleric of Sivanah:

His sister was weird. At least that's what most of the swamp's inhabitants thought and talked behind her back. Yes, the elders officially encouraged her, but that was mostly out of curiosity and hope for something spectacular to happen. Willup loved his little sister unconditionally and watched over her carefully, listened to her descriptions of her dreams and the spreading corruption. He wasn't sure what to make of it, but he trusted her. He was a few years older than Kaillum. They both were born with strange markings in their face, a coloration unusaly even for grippli, who came in so many different colors. The circle around their left eyes was interpreted as Sivanah's symbol - the circle of veils. At least, that's what the resident illusionist, a 200 something years old gnome and member of the eldest council had proclaimed. Because most inhabitants of their little swamp community were illiterate, they trusted him. Such it was that Willup was deemed an important sign and pusged into clerical training while also granted almost noble status in the community. His little sister followed a few yeas later, but she had some difficulties adjusting to the position, as she was haunted by strange dreams every night.
When his sister suddenly left the village without notice, Willup and their parents were very frightened. She wasn't ready to survive alone in the outside world. Especially with the giant-infested mountains nearby. Willup didn't blink for a moment, left his duties in the swamp and pursued her. After two weeks he found her still alive. Just as he wanted to call her out, he stopped and decided to not approach her. She seemed determined in her gait and movement, something he had never observed in her before and he kept watching her. As if she was walking towards a set destination. Intrigued by what might be another sign of Sivanah or something completely else, he stayed back. Then a troll jumped out from behind a tree and engulfed her in one single mouthful. The shock paralyzed Willup. He couldn't even cry or shout, which in hindsight saved his life, as the troll looked around for more food. Three weeks did he mourne in the forest where he lost his beloved sister. Briefly he considered going back home, but he didn't have the strength to bring this message to his parents. Instead he sent them a letter that all was well and that the two of them would set out on an adventure to learn about Sivanah's mysteries.
What he instead did, was head for the town of Trunau to gather like-minded giant hunters and set out for his revenge.


So...small problem. There are a few dwarven gods with "Hammer" as their favored weapon. Problem is, there's a light hammer and a warhammer for weapons...no 'medium' hammer. A regular hammer (the tool) can be used as an improvised weapon (I guess you run around the battlefield trying to smash your foes' thumbs or something), but that seems underwhelming.

Any thoughts?


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PFS interprets all references to "hammer" (rather than "light hammer") as being "warhammer."


Some revisions to Makoa

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. On his dreamquest his spirit animal found him, and he came into power as a shaman.

Unfortunately, his uncle 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 started 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 back home anytime soon.

Stats:

Makoa
CG Male ½ Orc (Sacred Tattoo, Fey Thoughts, Shaman’s Apprentice)
Shaman 1 (Unsworn)
Init +5 = +3 (Dex) +2 (trait)
Speed 30 ft
Darkvision 60 ft

Defense
AC : 18 = 10+3 (dex) + 5 (armor)
HP: 10 = 8+1 Con+1 FCB
Fort +4 = +0 Shaman 1+2(luck)+1(Con)+1 trait
Ref +6 = +0 Shaman 1+2(luck)+3(Dex)+1 trait
Will +8 = +2 Shaman 1+2(luck)+4(Wis)
CMD : 12 =10 +0 (bab) + 2

Offense

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

Spells Prepared

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

Hexes: ***

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

Feats : Endurance (Shaman’s Apprentice), Flagbearer (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

The progression plan is simple: Shaman all the way...

I wanted to talk a bit about Makoa's versatility. He can hold the healing end up by selecting healing hex for the day, and take up the life spirit (channel) after second level. Save or suck caster & arcane support - Offensive hex of choice, and channel lore for arcane spells of choice (again at second level and beyond). Utility - by choosing spirits to channel, he can dig up quite a few odd effects.. He is always a half-way decent combatant (especially due to the EitR feat rules), and buffs the party through flagbearer...


It's a waste of some superb rolls, I know, but sadly I'll never be able to make the submission on time. I should have started earlier...

Good gaming, guys!


Getting this in just under the wire...I might still update equipment a bit. Also, I kinda hate his surname--that'll likely change. Maldain's a dwarf cleric of Grundinnar who's something of a dedicated healer. I don't foresee multiclassing in his future.

Note: I see that adding macros to my Word character sheet and then cut-and-pasting gave me rolls in the middle of his character sheet. His four class skill ranks are in: Diplomacy, Heal, Perception, and Spellcraft; his two background skills are: Appraise, and Craft (carpentry).

Maldain Raggedrock:

Name Maldain Raggedrock
_____________________________________________
Race Dwarf
Gender Male
Age 62
Class Cleric of Grundinnar Level 1
Init +4; Senses darkvision 60 ft.; Perception +7/+8/+9
AL NG
_____________________________________________
DEFENSE
_____________________________________________
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 12
Fort +6, Ref +6, Will +6; +2 vs. poison, spells, spell-like abilities; -1 when using Resistant Touch
Defensive Abilities defensive training (+4 dodge bonus vs. giants), Roll with It (trait) 2/day (crit from a giant becomes a normal hit)
_____________________________________________
OFFENSE
_____________________________________________
Speed 20 ft.
Melee warhammer +2 (1d8+2 bludgeoning/x3), dagger +4 (1d4+2 piercing, slashing/19-20)
Ranged light crossbow +4 (1d8 piercing/19-20)

Special Attacks channel positive energy 5/day (1d6+1), hatred +1 (goblinoids, orcs)

Cleric Spells Known (CL 1st; concentration +4):
Domains: Community, Protection
_____________________________________________
STATISTICS
_____________________________________________
Str 15, Dex 18, Con 16, Int 14, Wis 17, Cha 15
Base Atk +0; CMB +2; CMD 16 (20 vs. bull rush or trip)
Feats Selective Channeling
Traits Blessed Touch (faith), Militant Merchant (race), Roll with It (campaign),
_____________________________________________
SKILLS (Class Skills In Bold)
_____________________________________________
CLERIC CLASS SKILLS (Class Skills Via Trait – Perception)
Maldain Raggedrock ??? Check: 1d20 ⇒ 8
Maldain Raggedrock Appraise Check: 1d20 + 6 ⇒ (20) + 6 = 26 – (+1 rank, +3 skill, +2 Int) [BG]
Maldain Raggedrock Appraise Check (goods with precious metal or gems): 1d20 + 8 ⇒ (19) + 8 = 27 – (6 base, +2 racial)
Maldain Raggedrock Craft (carpentry) Check: 1d20 + 6 ⇒ (13) + 6 = 19 – (+1 rank, +3 skill, +2 Int) [BG]
Maldain Raggedrock Diplomacy Check: 1d20 + 6 ⇒ (14) + 6 = 20 – (+1 rank, +3 skill, +2 Cha)
Maldain Raggedrock Heal Check: 1d20 + 7 ⇒ (17) + 7 = 24 – (+1 rank, +3 skill, +3 Wis)
Maldain Raggedrock Knowledge (arcana) Check: 1d20 ⇒ 7
Maldain Raggedrock Knowledge (history) Check: 1d20 ⇒ 14
Maldain Raggedrock Knowledge (nobility) Check: 1d20 ⇒ 13
Maldain Raggedrock Knowledge (planes) Check: 1d20 ⇒ 20
Maldain Raggedrock Knowledge (religion) Check: 1d20 ⇒ 11
Maldain Raggedrock Linguistics Check: 1d20 ⇒ 15
Maldain Raggedrock Perception Check: 1d20 + 7 ⇒ (8) + 7 = 15 – (+1 rank, +3 skill, +3 Wis)
Maldain Raggedrock Perception Check (to determine surprise): 1d20 + 8 ⇒ (15) + 8 = 23 – (+7 base, +1 trait)
Maldain Raggedrock Perception Check (stonecunning): 1d20 + 9 ⇒ (6) + 9 = 15 – (+7 base, +2 racial)
Maldain Raggedrock Profession () Check: 1d20 ⇒ 6
Maldain Raggedrock Sense Motive Check: 1d20 ⇒ 18
Maldain Raggedrock Spellcraft Check: 1d20 + 6 ⇒ (6) + 6 = 12 – (+1 rank, +3 skill, +2 Int)

Cross-Class Skills
Acrobatics +
*Artistry +
Bluff +
Climb +
Disable Device +
Disguise +
Escape Artist +
Fly +
*Handle Animal +
Intimidate +
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +
Knowledge (local) +
Knowledge (nature) +
*Lore +
*Perform () +
Ride +
*Sleight of Hand +
Stealth +
Survival +
Swim +
Use Magic Device +

* Background Skill

Languages Common, Dwarven, Goblin, Orc
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ greed, hardy, slow and steady, stability, stonecunning, weapon familiarity

____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear (cost/weight) studded leather (25/20), buckler (5/5), warhammer (12/5), dagger (2/1), light crossbow (35/4) with 20 bolts (2/2), silver holy symbol (25/1), 50’ silk rope (10/5), waterskin (1/4), hammer and nails (.5/2), artisan’s (carpenter’s) tools (5/5)

Gold 17.5 gp
____________________________________________
APPEARANCE
____________________________________________
Height 4’3”
Weight 192 lbs.
Eye Color Brown
Hair Color Brown
Region of Origin Mindspin Mountains?
Parents Regions of Origin Mindspin Mountains?
Deity Grundinnar

Appearance Maldain is a fairly average-looking dwarf with one major exception—he’s usually smiling. He keeps his appearance fairly clean but doesn’t go in for what he calls ‘finery’—such as braiding his hair or beard, or ostentatious jewelry.

Personality Maldain is an unusually happy and gregarious dwarf, making friends easily wherever he goes. Now almost half way to middle age for his people, the dwarf wants to see and experience the world. A priest dedicated to Grundinnar, he travels as a caravan guard and healer. Having traveled to and fro from Trunau on four occasions, the dwarf has befriended several locals. Having admiration for the hardy folk eking out a living on the edge of orc lands, the dwarf remained in town after his last caravan departed, looking into whether he might make an extended stay in the mostly-human town.

Although a dwarven craftsman is nothing new, again Maldain breaks the traditional mold: he’s an able carpenter. Though his main focus is on wagons and their wheels, he’s recently found a hobby and has started crafting tables, chairs, and other furniture.


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Ok, recruitment is closed. Again, lots of submissions and I will hate cutting out people. I will probably have a list by Monday. Thank you everyone for the interest.


Profession Smith 6 ranks wrote:
Getting this in just under the wire...

Damn, man. You cut that one close like Marty McFly! ;)

Good luck, everyone!


Good luck everyone!


Pathfinder Adventure Path, Rulebook Subscriber

good luck all.

Liberty's Edge

I do not envy JasonX. There are a lot of really unique build here.


Didn't realize I had to roll to qualify, doing so now.

Roll: 4d6 ⇒ (3, 4, 2, 6) = 15
Roll: 4d6 ⇒ (3, 6, 2, 6) = 17
Roll: 4d6 ⇒ (3, 2, 4, 2) = 11
Roll: 4d6 ⇒ (5, 2, 3, 6) = 16
Roll: 4d6 ⇒ (1, 1, 3, 5) = 10
Roll: 4d6 ⇒ (4, 6, 4, 4) = 18

Fifth stat reroll: 2d6 ⇒ (3, 1) = 4
And Again: 1d6 ⇒ 3

Final Stats:

13
15
9
14
12
14

That's a 21 point buy, going to stick to the 25 build I made ;)


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Well, as predicted, some tough decisions, especially among the martial entries. I also am worried that the healer section is not really healing focused. So here is the final cut:

Alistaire, Aldori Defender
Agatsu, Sin Monk
Sylvar, Rogue Scout
Lialda, Winter Witch
Aradesh, Shaman
Kilien, Deep Walker Ranger

For everyone else, I will refer back to this page first if slots open during the campaign and PM you to see if you are interested in joining before I open recruitment for replacements.

Thank you everyone for your interest. Those selected, I will have the game thread up shortly.


Good luck to those selected!


Have a fun game!

Grand Lodge

Disappointed, but, have fun everyone!


Have a fun game folks!


Grats Drogeney and everyone else. Good luck!

Sovereign Court

Congrats to everyone!

Have a good game!


Have fun all...

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