Reskinned Dwarven Giantslayer AP

Game Master Shadow_Fox


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Hello all! I am looking forward to a fun game. You may alter your skills, traits, equipment, etc. to fill any deficiencies. When you're complete, let me know so I may review your sheets. Any questions, please let me know!


Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

Hi DM! Thanks for the invite :) Very happy to be here with my fellow dwarves! If there’s anything you’d like clarifications or for me to change, please let me know. Cheers!


(RETIRED)

Yes, thank you for the opportunity. Looking forward to this. Given that we have two rangers (though quite different styles) I think maybe I'd be willing to swap out favored enemy for something else, though I am open to suggestions as to what it should be. I'd also be okay losing Local in favor of Planes, since I took Outsiders as one of the favored enemies.

Beyond that I am open to other changes once we see the rest of the group chime in.

Let's go cut some giants down to size!


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Thank you for the selection, looks like a fun group!

I may change some of my magic items. As for the group, we seem to have melee, ranged, arcane, disable device, and stealth covered. Only really missing healing, right? I think the rangers have cure light wounds on their spell list as 2nd level spell, so wands may have to do. I don't think anyone else will have high UMD given racial charisma penalty. I have +2 charisma bonus, may invest in it.

Lastly, which teamwork feat would you guys like? Shake it Off is nice for saves but we all have to be bunched up. Precise strike is good also. Let me know your thoughts. Rhen is all about the team; hence, his selection of Dragon cavalier order.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Thanks for invite DM, and Hi to everyone else!

I realised I can swap out Hatred racial trait (+1 attack vs orc/goblin) for Giant Hunter (+1 attack vs giant + tracking), which is probably better for this campaign

I think I've got all knowledge skills covered, but they're not all max-ranked, so if anyone's maxing ranks in specific skills, I can put my max ranks elsewhere.

Going to review my equipment - will probably going to grab a couple of cure potions, because yeah, seems like we're light on healing.

Teamwork feats probably won't affect me too much. Lookout could be good seeing as I can always act in the surprise round, but that's not a great choice for tactician. :) Stone Dodger might be handy against giants.


Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

For the rangers - Barad and Kazidorr are very different! No need to change anything as far as I see, especially since one's a bowyer and the other is a cleaver :) both can do switch hitting anyway so I think we're golden.

Stigmar seems to be covering all knowledges well, even for the ones he isn't maxing. Barad is maxing local(because, you know, giants) and I dropped dots on some of the others to support/aid another (dungeoneering and nature).

Barad carries good survival and perception, and maybe even the Spellcraft can be useful on the long run.

As for healing: if anyone is INT focused, maybe the Pragmatic Activator or similar Trait could be a way to do better with wands (plus, it's good to have someone capable of actually doing UMD when we need it). There are also similar traits to use WIS for CHA skills, I believe.

Plus, since we're all dwarves, if anyone is going for more WIS, maybe we could be smart on the use of the Heal skill out of combat for deadly wounds? I guess we'd have to purchase some heal kits just in case.

@GM: Could you open Gameplay just for us to dot? It makes easier finding the campaign :)


(RETIRED)

For healing I have two changes now and a third in the long run.

I could swap out the Exceptional Pull for my favorite healer feat, improvisational healing. And I can swap out ranks in Local for Heal.

Later I could take Brew Potion to be able to make the potions I then use for better heals. Plus I am WIS focused (thank Erastil for that), so likely to be good at it somewhat.

Will also need to rethink some gear, but that shouldn't be too bad.

**EDIT** Two questions for the GM... 1) Which craft would be more appropriate for ARROWS? Weapons or Bows? 2) What is your opinion of the crafting while adventuring rules (shown below, bold is mine)?

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).


Okay all, let me get to my comments and then some of yours.

1. I understand completely that I did not select a healer for this game and you will have to rely on potions and wands for healing. The HOUSE RULE that I've used in my in person games, since I dislike rping an npc cleric, is that all healing outside of combat will be maxed out. So a potion of cure light wounds will heal 9 hps outside of combat. In combat, you roll for the healing. That rule is in effect.

2. Since you've been part of an elite dwarven unit for the past year receiving specialized training, each of you has the following choice to reflect that intense training: either a bonus feat for which you qualify, which must be selected now, or 6 free skill points to distribute as you see fit and one extra skill point per level henceforth. Please post your selection.

3. You will receive bonus wand of healing and potions when you begin the game to help with your mission, so you do not need to spend gold on those resources, unless you select to do so.

4. Barad, I will list Game Thread tonight so you can all dot.

5. Arrows would go under Crafting Bowyer, Kaz.

6. Crafting rules are a headache for me and I tend to hand wave them unless it is something ridiculous like making full plate armor in a day. Just tell me what you want to craft and will let you know how long it will take. For example, Arrows - with a successful check and the wood, metal, twine, and feathers, you can make 20 arrows per day, costing you 5sp of materials.


(RETIRED)
Shadow_Fox wrote:
1. I understand completely that I did not select a healer for this game and you will have to rely on potions and wands for healing. The HOUSE RULE that I've used in my in person games, since I dislike rping an npc cleric, is that all healing outside of combat will be maxed out. So a potion of cure light wounds will heal 9 hps outside of combat. In combat, you roll for the healing. That rule is in effect.

How would this work with the Improvisational Healer feat? Would a potion of CLW heal 9 or 14 (assuming 5+ ranks in Heal skill)?

Shadow_Fox wrote:
6. Crafting rules are a headache for me and I tend to hand wave them unless it is something ridiculous like making full plate armor in a day. Just tell me what you want to craft and will let you know how long it will take. For example, Arrows - with a successful check and the wood, metal, twine, and feathers, you can make 20 arrows per day, costing you 5sp of materials.

I was more thinking of potions with this question. In theory with the RAW a character could in theory create a potion of CLW or CMW in one day (up to 500 gold of progress, with the hurrying rules) and a potion of CSW in two days. But with the other house rules I am not sure if creating potions will be as necessary.

I am still willing to take the Improvisational Healer feat and swap the skills to take heal instead. In addition, I'd like to swap out one level of Ranger for an second level of hunter to increase spells a bit. I think it could benefit the group and it doesn't change up the character concept really at all. Anyone object to the changes?


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Thanks for the rules and bonus training. Rhen selects an extra feat for his specialized training: Weapon and Shield Weapon trick. Changed some of his magic items and skills. He is ready and complete.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

I'll take the skill points.

I also have scribe scroll as a wizard, so I'll make some scrolls if I get the chance. Could take a Craft feat later if there's call for it.

I do get UMD with the campaign trait, so I can focus on that (although I'll leave CLW wands to the Hunters and Rangers)


Kaz. with the feat, a CLW potion would heal 13 damage out of combat - 18+5. No objection to the other changes.

Rhen, will review character later.

Stigmar chose skill points.


Intro post is up! You can visit it from the Gameplay thread at top of page. I hope you like the Sentinel name. If not, I am open to suggestions.


(RETIRED)
Shadow_Fox wrote:
Kaz. with the feat, a CLW potion would heal 13 damage out of combat - 18+5. No objection to the other changes.

Oh, yeah, that's how math should work... Thanks.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Sheet should be finalised now. Let me know if anything missing.


Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

Barad went with an extra feat (ranger style gives Vital Strike, extra GM feat went to Great Cleave). I also added a plan for feats on the bottom of the sheet; I may change it to better help the party if needed, this is just some thinking ahead (but it gives the GM also an idea of what I see for Barad) - I'm thinking on actually shifting him to a two-handed melee reach weapon instead of his current double battleaxe, just want to make sure we're covered on closer melee before changing. Suggestions welcome, and will wait on GM approval for some changes to the equipment to reflect it (I might make the battleaxe just masterwork and use the +1 on a longhammer or similar reach dwarven weapon).


(RETIRED)

I went with Improve Healer as the bonus feat (rather than change any other feat) and I have the updates mostly ready. I will finalize it tonight after work.


Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

@GM: I shifted Barad's gear to get him a +1 giant picker instead of the double battleaxe; I made the double battleaxe just masterwork instead of +1 for now, and replaced my spider's silk rope with a regular silk rope to be able to afford it. Despite that, Barad would likely be fighting with his battleaxe and shield for now, as I feel like Barad can be used in a more "tankish" mode for the time being until he gets shield brace. On the long run I will prefer him with the two-handed reach weapon (and shield via shield brace) as it works better for his cleaving style.

If the change above is not okay, I will reverse it back, and apologize!


(RETIRED)

I have the sheet updated as well. For gear, I swapped my cloak and some magic arrows for a healer's satchel. Should be good to go from here on.


Barad, please go ahead with the changes.
I will review your characters and make any comments tonight.


Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

Thanks for accommodating, GM! Changes are already at the sheet.


Kazidorr, I'm having difficulty accounting for the 8 feats. You have listed: Deadly Aim, Endurance, Erastil’s Blessing, Exceptional Pull, Improvisational Healer, Precise Shot, Toughness, Weapon Focus (longbow.
2nd level ranger gives you Precise Shot.
3rd level ranger give you Endurance.
1st level Hinterlander give you Erastil's blessing.
I gave you 1 bonus.
You get feats at 1st, 3rd, and 5th = 3.
Total: 7, but you have listed 8. What did I miss?


Barad and Rhen, you're both good to go!
Barad, remember in game that your AC drops to 20 when you wield the 2-handed reach weapon.
Rhen, add your 2 points of panache to your stats line so it is visible to me without clicking on your profile. Thanks!


Stigmar, according to my calculations, you have not spent the 6 extra skill points. Remember that with the Headband of Intelligence +2, you get a free skill at max rank.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Oh yeah the skill is tied to the headband. There should arguably also be a language if you're ok with that. I'll just pick something random.

random skill: 1d35 ⇒ 22 = Knowledge (planes)

random language: 1d21 ⇒ 13 = Goblin (using list of language here)

I took this headband from a hobgoblin summoner that we brought down last winter.

I'll keep allocated ranks as they are just in case I change headbands at some point.


(RETIRED)
Shadow_Fox wrote:

Kazidorr, I'm having difficulty accounting for the 8 feats. You have listed: Deadly Aim, Endurance, Erastil’s Blessing, Exceptional Pull, Improvisational Healer, Precise Shot, Toughness, Weapon Focus (longbow.

2nd level ranger gives you Precise Shot.
3rd level ranger give you Endurance.
1st level Hinterlander give you Erastil's blessing.
I gave you 1 bonus.
You get feats at 1st, 3rd, and 5th = 3.
Total: 7, but you have listed 8. What did I miss?

The Unstoppable racial ability gives you Toughness as a bonus feat.

So, the progression officially goes:
Racial Bonus - Toughness
1st - Weapon Focus
Combat Style - Precise Shot
3rd - Deadly Aim
Ranger Bonus - Endurance
5th - Exceptional Pull
Master Archer - Erastil's Blessing
Free Bonus - Improvisational Healer


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2
Shadow_Fox wrote:

Barad and Rhen, you're both good to go!

Barad, remember in game that your AC drops to 20 when you wield the 2-handed reach weapon.
Rhen, add your 2 points of panache to your stats line so it is visible to me without clicking on your profile. Thanks!

Done, it's on the stats line!


(RETIRED)

Team,

I wanted to let you know that I will be traveling this weekend. Family wedding. I should have connection in our hotel but will be limited to my phone so I am not sure how much posting I will be able to do.

Enjoy the weekend, and for those in the US, enjoy the holiday. Thanks.


Hope you all had a fun holiday.


(RETIRED)

Sorry for my absence folks. The business trip I was on got very complicated in the last few days. But now I am home and should be back to normal posting. Let me catch up and post something later tonight or first thing in the morning.


Nice to have you back.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Hey all, I'm pretty sick at the moment so I might be a bit slower in posting for a few days.


(RETIRED)

@GM Shadow_Fox how do you handle tracking treasure? Is it something you handle or something we should handle?

@Everyone else... If no one else wants to claim them, I'll take the arrows.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Scrolls are ranger/hunter type spells so no good for me.

The wand I can use, but if anyone else wants it for the flexibility, I have my own spells.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Who's got the CLW wands? Seems better to use 2 charges than a potion.


(RETIRED)

I know I took one of the wands. So I will heal you. Potions can be used in combat pretty well though.


I am still around, so no worries. I will update the thread tomorrow.


Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

Not sure if Kaz is coming back to us, but just wanted to send a general ping/question... Should we recruit another Dwarf? I think we have some good chemistry going on so far, and maybe we just need to pick up more on the rhythm. I'm guilty too, as I missed a couple days, but will put an effort to do better.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

I agree with Barad - maybe the new pc could be one of the dwarves we're trying to save.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

IIRC, the other group were part of the general task force we're on, so that would make sense.


Hi mates,

Posting it on all my games - unfortunately I will have to take a hiatus due to some complications at work. I'll be extra busy for the next 6 to 8 weeks, and instead of limiting myself to a single post or two per week, I will instead just fully take a break from the forums and some other activities.

My profound apologies to GMs and my fellow players, as well as the players from the games I host. This came today a little out of nowhere (talk about mondays) as a push for the last quarter of the year. Please, feel free to bot my characters, replace if I can be waited, whatever you see fit. I hope we get the chance to play again in the future no matter what!

Always wishing you have the most fun,

Lapyd


Thanks Lapyd. Stigmar and Rhen, interested in continuing? If so, I can reopen the recruitment thread. Let me know your thoughts as we're down to 2 players.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

I'm interested in continuing.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

I agree with Stigmar. I like Rhen and his wizard, so would like to continue.


Inactive

Hello! Thanks to GM ShadowFox for the selection. And glad to be in the game!

It seems like we're a party of extremely dextrous dwarves!


Inactive

Having read through discussion, it seems like get a special bonus of either a bonus feat or bonus skill points? If so, Moira will take Two-Weapon Fighting, with the option of occasionally using her Dwarven Boulder Helmet as an off-hand weapon. Moira knows how to use her head!


Welcome Moira! You are correct with the bonus - glad you read through the threads. We're waiting on one more person.


NG Dwarf Fighter 1 / Bard 5 | Status: Heroism
Stats:
AC 17 (T 12, FF 16) (+4 vs Giants) | CMB +6, CMD 18 (+4 vs trip& bullrush) | Init +0 | Speed 20ft | F +8, R +6, W +8 (+2 vs poison& spells) | Perc +11, SM +8
HP 58/58 | Spells 1st 5/5 | Spells 2nd 1/3 | Performance 17/22

Hello there! Thank you for the selection. I'm eager to jump into action!


NG Dwarf Fighter 1 / Bard 5 | Status: Heroism
Stats:
AC 17 (T 12, FF 16) (+4 vs Giants) | CMB +6, CMD 18 (+4 vs trip& bullrush) | Init +0 | Speed 20ft | F +8, R +6, W +8 (+2 vs poison& spells) | Perc +11, SM +8
HP 58/58 | Spells 1st 5/5 | Spells 2nd 1/3 | Performance 17/22

Okay, so I get to choose an extra feat. So here's the thing: I could just choose any feat according to my plan, that's option A.

Or, for option B, I could change one of my 1st level feats for Healer's Hands, then with the extra one pick Incredible Healer. I've read that the group has some lacking of raw healing, and this adaptation would help relieve that pain.

That, of course, would depend on GM's approval, and only if you think it's a good move.

What do you guys think?


Inactive

In combat healing is nice but two feats is a lot. Is grabbing a cure spell at your next Bard level an alternative?

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