
PathfinderPlayer35 |
2 people marked this as a favorite. |
So I'm new here but figured I'd run a couple of games here. This thread is for Giant Slayer. This was an adventure path that was written for pathfinder 1st edition and I will be funning it as written(will NOT be converting it) so please keep that in mind when submitting characters.
I have been gaming for about 20 years now and have experience in many systems but by far my favorite system is Pathfinder! I have been a player since the beta of first edition and mainly spent time playing with my wife and kids before covid decided to end my marriage. I have had the itch to start playing again and figured that now is a good a time as any.
I do have a full-time job so my posting will be limited to late afternoons/evenings on Monday, Tuesday, Wednesday, and Saturdays. Otherwise, I'll be able to post frequently though with it being football season again I will be unavailable most Sundays for 3 hours.
Attributes: 25 point buy
Races/Ancestries: All pathfinder first edition races are welcome.
Classes: No 3PP - sorry. Summoners and Rogues must be unchained. No occult classes but every other pathfinder first ed class is welcome.
Starting Level: 1st
[b]Hit Points: Max at every level, you will be fighting giants after all and will need the extra hitpoint.
Wealth: Max for your class
Skills: I do not use the Background Skills variant rule from Unchained.
Traits: Two traits, one of which must be a campaign trait that can be found in the player's guide or online here.
Formatting for character sheets: Please ensure that your stats are easily available to me. If I cannot find something, I’ll let you know, but if I do, I’d like you to change it so that I can more easily find it - that is, don’t just point it out to me.
Backstory: I would like to know who your character is with hooks that I can work into the plot. I am not looking for a novel, though I won't frown if you want to provide one, but a few paragraphs will be helpful to give me something to sink my plot hooks into.
-Due to my aforementioned work schedule(see the GM info spoiler above) I will only be requiring 2 posts per week from my players. Obviously, if you want to/can post more feel free but I will only hound you if you don't meet the 1 per week post requirement.
-I tend to have a dark sense of humor and allow adult humor and themes at my tables so please only apply if you are not easily offended.
-I am considering using a VTT system for combat but haven't decided yet, this can be discussed with the players that are chosen at a later date.
Recruitment will close in one week on Thursday, September 10 at 2 PM EST. The plan right now is to select 4-6 players.
Feel free to ask any questions you have here or you can PM me. If I have forgotten any key details just let me know, as I said this is my first time running a game here.

SmooshieBanana |

Usually GMs will paste or write a blurb on the campaign so those intending to join it will know what it is about and what to expect. While I'm sure that most people here know what Giant Slayer is, there may be some great players who have never played it and would do well with a description paragraph.

Grobradon |

Grobradon, half orc Bard, and local boy to the town... Crunch and stats in the link...but I'll repeat the background here and hope you don't mind ye old wall of backstory:
"Do you know how lucky we are to be in Trunau? Do you know how lucky you are?" Grobradon's parents would say every now and then to the young orcblood. And despite the fact the frontier town could be wiped off the map if even one battle should go very wrong, they meant it.
The standard way to create a half orc was well known. A hapless human woman gets caught by a rapacious orc, and before she could reach for her hope knife, is taken against her will; a grisly but common tale in these lands. And yet, that had not been the case for young Grobradon. While Trunau's citizens hated orcs, they did, of necessity, allow half orc children to live and grow in their community. Indeed, some gained great respect for their courage in fighting against their monstrous kinfolk. It was because of that mercy that two half-orcs, Grobradon's parents, grew to become citizens themselves. They eventually wed, and thus it was that Grobradon was born not of an act of savagery, but one of love.
The circumstances of his birth, his parents assured him, would not protect him from bigotry and hatred in other lands where even half an orc was one half too many. There, they warned, he'd be persecuted, hated, and mistreated. Even if he earned his way, he'd never be 'one of them'. In Trunau, he could be accepted like they had been. He was very lucky.
Very.
And it seemed to him, no one, most of all his parents, seemed to let him forget it. Trunaun citizens often boasted of being an independent lot of rugged individuals, being deserted by Lastwall long ago could do that to you, but Grobradon realized practical need made that something of an illusion. Everyone is expected to fight. Every child longed for the honor (A dubious honor, Grobradon thought) of a hopeknife. Everything seemed based on the town, providing for it, protecting it, and being useful.
Strangers who moved in and made themselves useful were often welcomed with open arms, but those who were born here and wanted to leave? There was heavy if silent scorn upon those who would 'desert' the town. As if wanting more than Traunua was raw ingratitude and possibly betrayal.
And Grobradon, in his heart of hearts, wanted more. His parents did not at first approve when he "wasted" his time in music rather than a "real" profession. His father was aghast when the boy worked like a dog over a summer only to waste the coin on a lute from some passing merchant. That changed somewhat when Grobradon showed a knack for raising the morale of the townsfolk. Folks requested he sing dirges at the burning of loved ones' remains. Grobradon hated dirges, but he knew the town came first and so he put on the most understanding face he could, and agreed. Folks called out for songs and tales of holding fast and praising the courage of holding against the orc raiders. This he didn't mind so much, but oh how he longed to tell stories of other places and times too. But he hid his disgruntlement and longing for the good of the town.
After all, he was very lucky to be here.
Grobradon swore the oath and took the hopeknife, even though he was pretty sure he'd never have the courage to kill himself given the option. It made him feel like a fraud to hold it.
While he wanted to focus even more on his music, he served his time on the walls and patrols for the town like everyone else. When he wasn't as tough as some 'other' orc bloods, he actually felt a bit guilty. Where was that rage that was supposed to be woven into his heritage?
When he became more than a mere minstrel, and a true bard, spells woven in his magic; he thought of pursuing any number of mystical melodies. But what Grobradon wanted wasn't nearly as important as what the town needed, and so he learned a song of healing. Even if he truly wished he could learn one that would allow him to speak any language, or run faster than a ram, or float like a feather, none of those were what the town needed.
Most folks tell Grobradon he's a good lad, a fine citizen (For one who mostly 'just' entertains), and how it's great he always seems to have a smile on his face (except, of course, when a smile would be the wrong expression). Grobradon just thanks them for the compliment, and screams a little inside.
At this point, he finds himself secretly praying to far off gods he only heard of but liked the sound of, and just hoping for a way he can see the world and be his own person without betraying his loved ones and the town that he has been told, again and again, that he owes everything to.

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Here is the summoner and Eidolon
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Male Half Orc Soulbound Summoner 1
N Medium humanoid (Human, Orc)
Init + ; Senses Perception +
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, + Dodge, +0 Natural Armor, + Deflection, + Shield)
hp: 11 (1d8+3)
Fort +5, Ref +4, Will +4
Defensive Abilities:
--------------------
Offense
--------------------
Speed: 30 Ft
Melee: Dagger -5 [1d4-1; 19+ x2]
Ranged: Ranged Touch +2
Special Attacks:
Spells (CL 1st; Concentration +5)
Level 0 (-):[4] Daze, Detect Magic, Acid Splash, Read Magic
Level 1 (2/2): [2] Burning Hands (b), Mage Armor, Lesser Rejuvenate Eidolon
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 16, Int 12, Wis 10, Cha 18
Base Atk +0 ; CMB -1; CMD 11
Racial Abilities:
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoos: 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.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Abilities:
Spellcasting: Charisma based. Unchained Summoner Spell list + Oracle’s Curse spells..
Cantrips: You have cantrips.
Pactbound Curse: A soulbound summoner’s metaphysical connection with his eidolon has profound effects on both of them. The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype. In addition, at 1st level, the summoner must choose an oracle curse, using his summoner level as his oracle level for determining the curse’s effects. Once this choice is made, it cannot be changed. A summoner that gains spells for his list of spells known as a result of his curse must be able to cast spells of the appropriate level in order to cast the learned spell.
The glowing rune that the soulbound summoner shares with his eidolon always appears on a place symbolic of his pactbond curse. For example, a summoner who chooses the clouded vision curse might have his summoner’s rune manifest on one of his eyes, while a summoner who chooses the tongues curse might have his summoner’s rune appear on his lips. A soulbound summoner’s eidolon is summoned from his own psyche rather than a different plane, so spells such as banishment and dismissal do not work when cast on the eidolon. This alters the eidolon class feature.
Soulbound Life Link:The essence of a soulbound summoner’s eidolon resides within the summoner’s mind and soul instead of a home plane, and he can use this connection to restore his eidolon with his own vitality. The summoner can use his life link ability to sacrifice any number of his hit points without using an action. Each hit point sacrificed in this way heals the eidolon for 1 point of damage. The soulbound summoner can use this ability even after the eidolon has been killed and sent back to its summoner’s mind; if the eidolon is healed enough that its hit point total is above 0, it can be summoned again as normal. This alters life link.
Weakend Summoning: A soulbound summoner’s eidolon is usually the result of unintended magic, trauma, or a singular pact, instead of rigorous arcane study.
Soulbound summoners do not gain the ability to cast the summon monster or gate spells as a spell-like ability.
Soulbound Evolution: A soulbound summoner’s eidolon gains power from its unusually strong bond with its summoner.
At 3rd level, and again at 5th, 7th, and 9th level, the eidolon adds 1 point to its evolution pool.
At 11th level, and again at 15th, 17th, and 19th level, the eidolon adds 2 points to its evolution pool. At 7th level, the eidolon can select evolutions even if it does not meet the subtype requirements for that evolution.
At 13th level, the eidolon can draw from its summoner’s power to cast spells. The spell must be a spell that the summoner knows, and the summoner must expend two spell slots of the same spell level or higher to allow the eidolon to cast the spell. Expending spell slots in this way does not take an action. The eidolon uses the summoner’s caster level, feats, and casting statistics for all spellcasting purposes. The eidolon must be able to meet all other requirements for casting the spell, such as being able to speak for spells requiring verbal components and providing any material components or focuses for spells that require them. The eidolon must be able to move its body to cast spells with somatic components, but it does not need to have the limbs (arms) evolution.
Oracle’s Curse: Blackened: You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.
Traits
Artifact Hunter: You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.
Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Feats:
Simple Weapons and Light Armor Proficiency
Extra Evolution: +1 Evolution Pool point.
Skills: Acrobatics +3 [0], Climb +0 [0], Knowledge: Arcana +5 [1], Linguistics +5 [1], Spellcraft +5/6 [1], Use Magic Device +9 [1]
Languages: Common, Orc, Giant, Goblin
SQ: -4 weapon attack Rolls
Combat Gear: Dagger, Hide Shirt, Greataxe* 42 gp
Gold: 53 Silver:3 Copper:
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Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll x2* 1/1 5 0.2 gp
Spell Component Pouch 1/1 2 5 gp
*= Carried by Thraag the Elder.
Total Weight 21 lbs lbs light 26 or less/ medium 27-53/ heavy 54-80
Thraag the Elder
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Male Ancestor Half Orc Eidolon 1
N Medium humanoid (Human, Orc)
Init +1 ; Senses Perception +3
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Defense
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AC 15, touch 11, flat-footed 14 (+0 armor, +1 Dex, + Dodge, +4 Natural Armor, +0 Deflection, +0 Shield)
hp: 11 (1d10+1)
Fort +3, Ref +1, Will +1
Defensive Abilities:None
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Offense
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Speed: 30 Ft
Melee: Greataxe +4 [1d12+4; x3] and
Or
Slam +4 [1d8+3; x2] and Bite +4 [1d6+3; x2]
Ranged: None
Special Attacks: Primary Natural Attacks [Slam, Bite]
--------------------
Statistics
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Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1 ; CMB +4; CMD 15
Racial Abilities:
Intimidating: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
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 above 0 hit points, he immediately falls unconscious and begins dying.
Darkvisin: 60 ft.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Abilities:
Max Natural Attacks: [3]
Darkvision [60 ft]
Link: A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Share Spells: The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Additional Class Skills: Acrobatics, Survival, Intimidate, Knowledge: History
Evolutions: Evolution Pool [4]
Biped (Limbs [Arms] and Limbs [Legs]) Free
[i]All Half Orc base racial traits. Free
Improved Natural Armor: +2 Natural Armor 1
Bite: Sharpened Teeth 1
Slam: Arms (Fist) 1
Resistance: Fire 5 1
Feats:
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Skills: Acrobatics +5 [1], Bluff +4 [1], Intimidating +2 [0], Knowledge (History) +2 [1], Perception +3 [1]
Languages: Common, Orc
SQ: None
Combat Gear: Rough leather pants, Greataxe
Total Weight lbs light 76 or less/ medium 77-153/ heavy 154-230
And here is their
Ten generations ago a powerful Orc warlord named Thraag the Huge began to gather forces in Belkzen. He defeated a number of smaller orc tribes and brought their warriors into his growing forces. He even managed to add several lesser giants, trolls and ogres that were impressed by his size, strength and powerful tribe.
One day Thraag’s scouts reported a group of true giants approaching. Thraag’s scouts reported they were few in number, and the arrogant orc decided that he had nothing to fear with his powerful tribe behind him. When the giants arrived, their chieftain demanded that the powerful orc bow before him. Seeing what appeared to be a small number of giants, Thraag laughed and swore that he would slay the foolish giant. Unfortunately for Thraag, the group of giants that approached his camp was only a vanguard force. When the orc tribe attacked the rest of the giants came into view and began throwing boulders at the orc clan. To make matters worse, the trolls and ogres turned on Thraag’s forces at the sight of the many larger giants attacking the orcs. Thraag charged the leader of the giants and managed to slay the foul creature before he himself was felled by the might of the giant forces.
The remnants of Thraag’s clan fled at the sight of their mighty chieftain falling and most splintered off. The last of the tribe's shamans had a vision that Thraag would be returned to his tribe in 10 generations. That Shaman and his followers carefully watched the remnants of Thraag’s brood even after they were tainted by the blood of human mercenaries several times in the next several hundred years.
Only one of Thraag’s bloodline was born in the tenth generation. But instead of being the huge brute that was prophesied, this new Thraag was weak. The shaman’s were confused by this. Rumors of giants gathering their strength and demanding fealty from the orcs finally caused the shamans to act. For years they had tried to figure out how Thraag the Weak could possibly fill their god’s role and had tried to teach him to use magic or in the art of weapons and war and the growing orc had proven useless at all of their lessons. Finally, Thraag the Weak came of age and still nothing of his powerful ancestor was seen in him. At their wits end the shaman’s decided to take Thraag to the site of his ancestors defeat and force the ancient spirit of his ancestor to possess his progeny.
In a dark ritual, Thraag the Weak was thrust into a giant bonfire. Thraag managed to stop himself from falling into the logs by reaching out ahead of him and clutching two of the larger standing logs. Fire crackled over his arms igniting his flesh. As his skin burnt and blackened Thraag the Weak cried out in agony. As his cry rang out a burning mark appeared on the palm of his left hand and Thraag the Weak was thrown backwards away from the bonfire as a massive orc suddenly appeared in the middle of the burning brands. The feral looking creature that stepped out of the fire seemed unharmed by the flames and towered over the surrounding orcs, although his features seemed to have been softened by the human blood in his progeny.
The creature looked down to where his progeny lay clutching his charred arms on the ground as the shaman who had flung him into the fire stepped forward hoping to greet their returned chieftain. The shock on his face when Thraag the Elder ripped out his throat with his sharpened teeth terrified his followers. One stepped forward and swung his greataxe at Thraag the Elder in the hopes of saving his leader, but the axe glanced off the inhuman thick, scarred hide of Thraag the Elder. Thraag the Elder slammed the foolish orc with one massive fist that sent him crashing back into the fire where he died. With their leader dead, the rest of the superstitious orcs turned and fled from the supernatural threat in front of them.
Thraag the Elder did what he could for his injured progeny who was aware enough to talk to him. Thraag the Weak knew that the closest place of safety might be the human town of Trunau. Thraag the Elder put on the rough clothes of the shaman he had killed and took up the axe from the second orc. He then gathered up his progeny and carried him towards Trunau. When they arrived in town the two were able to claim that they were half orc refugees who had fled from Thraag the Weak’s tribe. At first the city watch was reluctant to let the massive and feral looking Thraag the Elder into the town, but with Thraag the Weak’s obvious torture and Thraag the Elder’s ability to convince them of his good intent they were allowed into the city while they tried to figure out what had happened and what they would do next.
I think its a fun background for a summoner. I hope you enjoy.

PathfinderPlayer35 |
Usually GMs will paste or write a blurb on the campaign so those intending to join it will know what it is about and what to expect. While I'm sure that most people here know what Giant Slayer is, there may be some great players who have never played it and would do well with a description paragraph.
I will get something up shortly, thanks for the tip.

Evindyl |

SmooshieBanana wrote:Usually GMs will paste or write a blurb on the campaign so those intending to join it will know what it is about and what to expect. While I'm sure that most people here know what Giant Slayer is, there may be some great players who have never played it and would do well with a description paragraph.I will get something up shortly, thanks for the tip.
If it's helpful, I can cut & paste the intro from the Player's Guide. Or share the Players Guide from my google so people don't have to download from Paizo.
Because it's a late 1e AP, it's a really good Player's Guide too; includes much more detailed Class & Archtype suggestions and stuff.
trekking through the Mindspin Mountains, fighting
giants in their lairs, investigating powerful artifacts,
and encountering dragons and other dangerous beasts
along the way. All character classes are suitable for the
Adventure Path, but some classes have more thematically
appropriate options a player could choose. Also, since
most of the campaign deals with fighting giants on their
home turf, character classes that gain mounts might have
an easier time navigating the many giant-sized corridors
of this campaign than they would dungeons made by
smaller humanoids.
Some potentially useful archetypes are listed below.
• Beast rider (cavalier) from Ultimate Combat
• Goliath druid (druid) from Pathfinder Player Companion:
Giant Hunter’s Handbook
• Infiltrator (ranger) from Advanced Player’s Guide
• Mountain druid (druid) from Advanced Player’s Guide
• Mountain Witch (witch) from Advanced Class Guide
• Mouser (swashbuckler) from Advanced Class Guide
• Titan fighter (fighter) from Pathfinder Player Companion:
Giant Hunter’s Handbook
• Titan mauler (barbarian) from Ultimate Combat
• Underfoot adept (half ling monk) from Advanced
Race Guide
• Vexing dodger (rogue) from Pathfinder Player Companion:
Giant Hunter’s Handbook
Advanced Race Guide also includes the order of the paw,
a cavalier order made specifically for half ling cavaliers.

PathfinderPlayer35 |
See the spoiler below for a little snippet on Giant Slayer for those of you who want more noncharacter specific adventure knowledge with out spoilers.
Deep in the Mindspin Mountains, a storm giant warlord known as the Storm Tyrant has seized control of a cloud castle and an Orb of Dragonkind, and is gathering an army of giants from across western Avistan—first to bring the orc hordes of Belkzen under his banner, then to conquer the neighboring realms. Heroes defending the human town of Trunau from an orc raid discover that the attack is just a precursor to the Storm Tyrant’s larger plans. Working their way through an abandoned border fort, an ancient giant temple, the tomb of an undead frost giant, and an elite fire giant training facility beneath a dormant volcano, the heroes eventually take the fight to the Storm Tyrant himself inside his flying fortress. Can the giant army be defeated before it can conquer the human lands of the Inner Sea, or will all of Avistan bow down in fealty to the Storm Tyrant?

polyfrequencies |

I don't know if I'll have a chance to put together a character before the deadline, but I am considering an elven magus (hexcrafter/spell dancer) or a half-elf swashbuckler/investigator (inspired blade/antiquarian). Half-orc would also be very appropriate, but I'd like to explore the elven angles on this AP. Possibly someone who thinks that they might be related to Silvermane. Leaning towards the swashtigator as a collector of relics and baubles coming to Trunau to follow up on rumors of his parentage and seek artifacts of interest, starting off with the swashbuckler and coming into his understanding of magic through the events of the AP.

Leland Hopkins |

I'll throw my hat into the ring. Here's Leland Hopkins for consideration.
He's starting as a swashbuckler(mouser), but with this being a giant focused campaign, the plan is to go into Rogue(Vexing Dodger) at level 2 and then into the halfling opportunist prestige class. If everything comes together, I hope to have him climbing all over giants and using dirty tricks to poke them in the eyes.
The crunch is mostly done and can be found in the profile, but here's a brief background so you don't have to go digging for it.
Originally from Varisia, a young Leland developed a bad case of wanderlust and forsook the settled village life for the adventure of the open road. The wide world is not always kind to a naive halfling out among the big-folk, but through a lot of fast-talking and not an inconsiderable amount of luck, Leland managed to carve out a small spot for himself amid the rough and tumble men and women of that crew that work to protect the caravans that provide the trade that is the lifeblood of Golarion. The years past and while caravan guarding provided the opportunity to travel the world, the work tedious and often dangerous. With too many close calls and fallen friends to count, Leland began to look for a different path.
His last job brought him to Trunau where he discovered the unusual, but not unwelcome pleasures of the Ramblehouse. Deciding to take a break and think about his future, Leland decided to not renew his contract for the return trip with the caravan. For the last several months he has been staying at the Ramblehouse, having made an arrangement with Cham Larringfass for a reduced rate. Cham’s constant efforts to play matchmaker have not been completely unpleasant, and playing the role of the dashing and eligible bachelor has suited Leland just fine.
While not completely sold on settling permanently in the small town, Trunau has grown on him. The townsfolk’s independence and tenacity suit his nature and the surrounding wilderness and ever present possibility of attack appeal to his sense of adventure. In either case, he’ll have to make a decision soon, as neither his funds nor his ability to keep avoiding commitment are inexhaustible.
Thanks for the consideration and let me know if you have any questions.

mittean |

Asher is a LG monk Master of many styles/Flowing monk/Wildcat. He will cross-class into a Magus Kensai/Blackblade.
Currently his background is tooled for stories in Eberron...clearly this is easy to change. I just want to give you a sense of the character before I go re-work all of the stats. :)
At the end of his...I guess you have to call it a rebellion...I was the only one who stood between him and my mother. She was wounded - gravely, though I did not realize at the time - and I confronted him in the courtyard. The red autumn leaves danced around us as they fell from their branches in the wind, as the buildings behind us burned. It was so beautiful. There was no way I could beat him. He was a master swordsman. His grace, his speed, his raw power...I've never seen the like in my life since. It was everything I could do to defend myself. To turn his blade from my skin. To retaliate, and counter, and parry, and survive.
When it was over, I found her where I'd left her. Her blood was the color of the leaves that surrounded her.

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@ rdknight That's a fun archetype. I have one in a PbP. So much fun rping him!
Yeah Dorian, it looks like a super cool archetype and a dwarf would be fun in this. But I'm going to save the idea for something else since there's already a bard application.
I suppose a caster is going to be needed so I'm now working on an Oracle. While I'm still looking at a couple of other possibilities, I believe I'll be going with a Halfling Life Oracle with Spirit Guide archetype to give the mystery more flexibility.

polyfrequencies |

Varys doesn’t know what he’s about to walk into, but the prospect of magical plunder is just too good to pass up!
Luciana Ardoc, despite having more magical inclination than most of her male relatives, was denied a seat at the table of her powerful family. She left for one of rival magical guilds in the city, where she met Suthevan. Whether it was rebellion, love, or accident, Luciana gave birth to a son with the same silver hair that graced her paramour’s head. She named him Varys, echoing the name of their mutual homeland.
Neither parent gave Varys their last name upon birth. As the couple were unmarried, inheriting the father’s family name seemed overly reliant on the same misogyny that had caused Luciana to leave her brethren in the first place. But neither did she burden him with the Ardoc name, useful though it could be upon coming of age. Instead, he was just Varys.
If he wanted to choose another name later, then he could. Names—true names—were important, after all. Or so his parents told him. Despite being a bastard, if he showed even a fraction of the magical talent of either parent, then the Ardoc family would probably take him in with open arms, if he wanted such a life. Gyves, however, was a name that carried little weight outside his father’s reputation. And Suthevan was the only Gyves in the city, so it’s not like there was some other clan to belong to.
For better or worse, Varys never showed the slightest propensity for magic. He was a good student and knew more about the history and theoretical use of powerful magical items than many of the city’s most talented artificers, but he couldn’t manage to cast the simplest cantrips despite years of study. Some in the Arcanist’s Circle membership jokingly wanted to use Varys to disprove the bloatmages’ sickening refrain that magic was in the blood. But the jokes hurt. Varys was trying after all!
But there was only so much time that Varys could stay under the tutelage of the Arcanist’s Circle without being able to cast spells, even with supportive parents. The only thing tying him to Kaer Maga was family, and even that left him feeling aimless. So he planned to leave the City of Strangers and seek his fortune elsewhere in the world.
Before he left, his father gave him a bag of miscellaneous arcana. Holy and unholy symbols of several gods, broken shards of colored glass carved with runes, inexpensive jewelry and beads, an arrowhead wrapped in hair, coiling shells abandoned by their former inhabitants, ancient coins from long-dead empires, gears from broken clockwork mechanisms, and even a bit of a fossilized ooze. Varys didn’t want to appear ungrateful, but he did initially assume he was being given a bag of rubbish to take to the garbage heap on his way out of the city. His father assured him that this parting gift was not meant to be discarded. Instead, he told him what he knew of his own family line.
Suthevan Gyves had grown up in Kaer Maga, but existing records for his own family only went back about three generations. Before then, he only had what stories his parents passed on. His parents claimed that one of their distant ancestors was a great elven warrior who defended the nations of Avistan from both the undead horrors of the Whispering Tyrant and the hordes of bloodthirsty orcs in the Holds of Belkzen. These trinkets and baubles were supposedly all that Suthevan had left to point to clues of his ancestor, this silver-haired warrior from another age.
But that wasn’t all. Suthevan told Varys that he believed that this ancestor might still be alive—long-lived as elves were—and living deep in the Holds of Belkzen. Even if he wasn’t alive, there was an even more compelling reason for Varys to travel to such dangerous territory. It was said that those lands were filled with the magical artifacts that had captured Varys’ attention his whole life. Instead of delving into the long-plundered ruins of Old Thassilon, perhaps Varys could make a name for himself by recovering items of legend from old battlefields.
And so Varys set out for the Holds of Belkzen with a bag of pseudo-magical trinkets, his mother’s rapier, and a dream of carving out his own destiny in the mountains east of Varisia.
tl;dr – Varys is a half-elf bastard raised by magical parents in Kaer Maga, but he doesn’t seem to have an ounce of magical talent of his own. His half-elf father gave him a bag of trinkets and a story to seek truth to rumors of his elven ancestor in the nearby Holds of Belkzen. Failing that, he will seek out magical artfacts, come orc raids or giants trying to take over the world. Or both.
At any given moment, the head of a small, flying squirrel peaks out from one of Varys’ sleeves. This is his pet, Willow, an exotic luxury purchased in one of Kaer Maga’s more interesting markets. Varys wonders if Willow might one day serve as his familiar.
Varys ultimately looks and acts the part of a scholar who has spent more time with his nose in books than around people with whom he can interact normally. He isn’t shy, or even necessarily awkward. In fact, he’s rather well-spoken, but just…can be difficult to be around. He gets caught on a subject and rambles, says things that often get taken the wrong way, and tends to lack a polite filter. He can also easily be overwhelmed, at which point he shuts down. But he has learned to adapt, and usually knows when he is bothering someone and how to change his behavior.
Half-Elf Inspired Blade/Noble Fencer (Swashbuckler) 1
N Medium humanoid (elf, human)
Init +4; Senses low-light vision, darkvision 60 ft.; Perception +6
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Defense
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AC 19, touch 14, flat-footed 15 (+4 Dex, +4 armor, +1 shield)
hp 12 (1d10+2)
Fort +2, Ref +6, Will +0; +2 vs. enchantments
Immune sleep
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Offense
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Speed: 30 ft.
Melee: rapier +6 (1d6+4/18-20)
Ranged: composite longbow +5 (1d8+1/x3)
Special Attacks: deeds (derring-do, opportune parry and riposte, social panache), panache (4)
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Statistics
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Str 13, Dex 18, Con 14, Int 16, Wis 11, Cha 7
Base Atk +1; CMB +2; CMD 16
Feats: Fencing Grace, Skill Focus (Linguistics), Weapon Finesse (rapier only), Weapon Focus (rapier)
Traits: Artifact Hunter (campaign), Pragmatic Activator (magic)
Skills: Acrobatics +8, Climb +5, Knowledge (local) +7, Linguistics +7, Perception +6, Sense Motive +4, Spellcraft +8, Use Magic Device +4
Languages: Common (Taldane), Draconic, Elven, Infernal, Orc, Varisian
SQ: elf blood, inspired finesse
Gear buckler, chain shirt, flying squirrel (pet), longbow with 20 arrows, rapier, swashbuckler's kit, 70 gp
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Special Abilities
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Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Inspired Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).
Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.
Half-Elf Race Traits
Artifact Hunter: You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.
Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
I will create a full profile if selected for the game, and will also fill out my gear list a bit more. Also, hi rdknight!

Clover Cynosure |

Here's my submission, getting close to completed.
Clover is a Halfling Spirit Guide Oracle with the Succor Mystery. She's a Trunau native who lives and works at the Ramblehouse.
I believe everything is complete except background and some more about personality, but I'll need to run through and make an editing check again for things I might have missed.

Thorfinn Aelfson |

Appearance: An enormous blonde haired and bearded man, seven feet tall and nearly as wide, whose crude clothing, bearing and mannerisms clearly mark him as one of those northern barbarians. Has huge hands, possibly giant touched?
A terrifying sight in battle, especially when wielding an earth-breaker larger than he is.
Personality: A restless man who is bigger than life. Loves to laugh and drink when with friends, bitter rage against enemies, his given loyalty is absolute. Loves to work the crowd up during matches; for or against doesn't matter.
Background:
Thorfinn was born in the lands of the Linnorm kings, to a clan whose grandmother scandalized the family with her accounts of consorting with giants.
As he grew and grew, he left home to get away from the comparisons of his huge size with the endless stories and rumors suggesting his parentage was less than legitimate.
As successful as he was as a warrior, he was even more successful as a wrestler. He became more and more in demand, facing more and more famous opponents. He became skilled at riling up crowds to a fever pitch, and even colluding with his opponent to make a more exciting match; sometimes even having to escape ahead of crowds howling for his head. He has a certain reputation now that precedes him, to his pride and consternation.

PathfinderPlayer35 |
Sorry for the delay guys my day got away from me yesterday. There was a great amount of interest and it was hard to narrow down my choices but I finally have my players selected.
Will the following people please join my game and post in the discussion thread once I have it live:
Grabradon
Clover Cynosure
Varys
Thorfinn Aelfson
Asher
Sorry for all other applicants and I hope to see you around the boards sometime :)
Those of you who were selected I will be sending a PM to just in case you don't see this post.

PathfinderPlayer35 |
Discussion thread is up and linked to this thread but can also be found here