Reskinned Dwarven Giantslayer AP

Game Master Shadow_Fox


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Hey all! I love dwarves and would like to run a dwarven-centric reskinned Giantslayer Adventure Path for a party of dwarves from Janderhoff (Mindspin Mountains). Looking for a band of 4 brave dwarves!

Character creation guidelines:
20-point buy - no stat lower then 8 after racial adjustments.
6th level
No VMC
Alignment: Play well in a group
HPs: Max + 1/2+1 per level
2 traits, may be but do not have to be campaign traits from GS AP. No drawbacks.
Wealth level for 6th level
Classes: No summoners or occult classes.
Races: Dwarves only!

I hope people are open to this idea. I think it will be fun! Any questions, let me know.


I have a Dwarf ranger I’d like to submit! It’s built around the dwarf cleave feats :) I built him for Ironfang Invasion but didn’t get the chance to play, and I think he fits well for Giantslayer, if it works for you! He’s all dwarven, feats to weapon to everything ;)


Dotting.


Dot


Dotting!


Dotting for a cleric, perhaps?

Grand Lodge

Sounds fun. Dwarven wizard here.


Interesting. I played a half-orc barbarian (Mad Dog) in a Giantslayer game that died after book 1. My reskin that character as a dwarf and submit. Definitely plan something with a companion because this seems like the best AP for the Mammoth Rider prestige class, which I keep wanting to try but never get the chance to.


Thanks for the interest everyone, was worried there for awhile. :)

Dark Archive

My concept is a scout from Janderhoff whose old scouting party was once captured by Frost Giants, but they escaped and stole some of the frost giants' greataxes that were sitting out. The giants were soon on their trail, and he was the only surviving member of his party. Recognizing the quality of the greataxe he acquired, he began training to use the giants' weapons, so that he would not be caught unprepared again. He still maintains a vendetta against frost giants, and continues to be an invaluable scout as their activity increases in the Mindspins.

Stats:

Gotthar Grimwald
Male dwarf (Sky Citadel) fighter (titan fighter) 6 (Pathfinder Player Companion: Giant Hunter's Handbook 21)
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +0 (+2 to notice unusual stonework, +2 vs. Frost Giants)
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 20 (+9 armor, +1 deflection)
hp 58 (6d10+18)
Fort +8, Ref +3, Will +2 (+2 vs. fear); +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed 20 ft.
Melee (L) +1 greataxe +9/+4 (3d6+8/×3) or
. . mwk cold iron dagger +12/+7 (1d4+5/19-20) or
. . sarissa +11/+6 (1d8+7/×3)
Ranged javelin +6 (1d6+5)
Space 5 ft.; Reach 5 ft. (10 ft. with sarissa)
Special Attacks relentless[APG]
--------------------
Statistics
--------------------
Str 21, Dex 10, Con 16, Int 10, Wis 10, Cha 8
Base Atk +6; CMB +12; CMD 23
Feats Dedicated Adversary, Desperate Battler[ISWG], Dirty Fighting, Giant Vendetta, Ground-grabber, Power Attack, Steadfast Slayer
Traits monster survivor, roll with it
Skills Acrobatics -6 (-10 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff -1 (+1 vs. Frost Giants), Climb +9, Handle Animal +4, Intimidate +3, Knowledge (dungeoneering) +4 (+6 vs. Frost Giants), Knowledge (geography) +4 (+6 vs. Frost Giants), Knowledge (history) +4 (+6 vs. Frost Giants), Knowledge (nature) +1 (+3 vs. Frost Giants), Perception +0 (+2 to notice unusual stonework, +2 vs. Frost Giants), Ride +3, Sense Motive +0 (+2 vs. Frost Giants), Survival +5 (+7 vs. Frost Giants), Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ deep tradition, giant weapon wielder, unstoppable momentum
Combat Gear potion of cure light wounds (2), acid (2), alchemist's fire (2), bladeguard[APG], caltrops (5), iron pellet grenade[UE] (2), smoke pellet[APG] (4), tangleburn bag[UE] (2), tanglefoot bundle; Other Gear full plate, +1 greataxe, javelin (3), mwk cold iron dagger, sarissa, belt of giant strength +2, campfire bead[APG], handy haversack, knight-inheritor’s ring, animal-repellant sack[UW], bandolier[UE], bedroll, belt pouch, belt pouch, burner, dwarven trail rations[UE] (5), efficient tent[UW], flint and steel, fuel pellet (30), gecko gloves, grappling hook, lodestone boots, mithral chain (10 ft.), piton (5), sack, silk rope (100 ft.), waterproof bag[UE], waterskin, winter blanket, light horse, 20 gp, 9 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dedicated Adversary (Frost Giants) +2 to Attack and Damage vs. creature chosen, and some skills.
Deep Tradition +1 on melee att and AC for AoO vs. drow, duergar, aberrations, giants, and orcs.
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Giant Vendetta (Frost Giants) +1 to att, know (local) vs. Frost Giants, +1 dodge vs. all giants
Giant Weapon Wielder (Ex) Can wield 2 handed weapons of 1 size larger, at extra -2 penalty.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Ground-Grabber +2 competence bonus to CMD for awesome blow, bull rush, drag, reposition and trip vs. larger foes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Steadfast Slayer Gain +2 damage bonus for each size category you are larger than your opponent.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Unstoppable Momentum (Ex) If wield larger sized weapon, can bull rush, drag, overrun, reposition, and trip foes 2 sizes larger.


So, I've been kicking around an idea for a dwarven ranger of Erastil moving into the Hinterlander PrC at level 6 (with a quick step back to ranger at 7th for the extra feat). Not a completely goody-goody but definitely good. Focused on the group as a small community.

I have a quick question though. I assume you are planning on starting at level 6 and running the whole AP from book 1 since you have mentioned the Player's Guide, but I was curious if that was the intention. Thanks.


Hi GM! It's Lapyd here with the Ranger I mentioned. Working on his background now - like I said, I'm investing strongly on the dwarven-specific feats/weapons/etc.; I think it's the right AP for it :) Cheers and thanks for running it.


Would you allow an Oread with the Dwarf Blooded feat? (I don't think I'd use one, but thought I'd ask.) Also, are we doing background skills or the Elephant in the Room feat tax system? The former especially seems to be almost standard, but you didn't mention either in he first post, so I want to be sure.


I made Stigmar here for another campaign, I'd just need to drop a few levels and maybe adjust his background/traits a little.

He's a wizard (scryer) who used to be a scout/lookout for his clan, so he's also got some skills at sneaking around.


Thank you for the people who have submitted characters. I will review them and let you of any comments, if needed.

J Scot Shady: I will not be running the AP from Book 1; more like somewhere in Book 2 to start.

Ouachitonian: I really want to limit this to dwarves. Background skills are in effect. Thanks for picking up on that. I'm going to say no to Elephant in the Room feat tax system.


Dotting. Have a cleric that was run in another campaign. Will take a bit to revamp him to your campaign and level.


Shadow_Fox wrote:
J Scot Shady: I will not be running the AP from Book 1; more like somewhere in Book 2 to start.

Thanks Shadow Fox. I am hoping to have my submission done by tomorrow night at the latest.


Hi!

Question: Would we be able to refluff a feat such as Master Performer to come from, say, a dwarven academy or something?


I have a Dwarven Warpriest of Torag I'd like to submit. He was previously in a Giantslayer campaign that quickly fizzled out.


Jereru wrote:

Hi!

Question: Would we be able to refluff a feat such as Master Performer to come from, say, a dwarven academy or something?

Sure!


Hello Shadow Fox,

I'm interested in chipping in a dwarf that dual-wields shields--just strikes me as a dwarven concept. The vague thought at the moment would be Dex-based Slayer 3 / Rogue 3 that could fill the rogue's typical disable device/scouting role, though I need to figure out if I can make the feats work. If that's of potential interest, I'll aim to put together a build.

Thanks,
Tazo


I'm gonna try to put together a gunslinger in the next day or two!

Edit: for crafting can I assume that I can craft mundane items before the game?


Alright, here's Tazo's submission! Haven't created a background but ready to do so. Not sure what the plot hooks will be with us jumping in at 6th level.


For background purposes, should assume some version of Book 1 to have taken place? How is the party coming together?


I tried to keep the background somewhat open, but if selected and once the GM decides exactly the point of story we will start, I hope to update it to match it. It would be great to maybe also tie backgrounds with some of my colleagues here, in case we're selected, especially since we're all Dwarves in the business of slaying giants (and cousin, business is a boomin'!)


I need some help from you guys, and specially from the GM.

Could there be a masterwork tool or item that gives a +2 bonus to Linguistics? All I can find are conditional bonuses, but nothing straight as the archetypical masterwork artisan tool or thieve's tool.


Still some money to spend, mostly on scrolls and maybe something else depending on the answer to my prior question. Apart from that, here comes Uldruk Rockhorn, grandson of Thordrek Rockhorn the Giant Slayer, at your command.

I know the Diplomacy checks for a Bard are a bit... abyssal, but that will be fixed at 7th level when he gets to use his Linguistics bonus for them.


I've adjusted Stigmar to be level 6, and given him one of the campaign traits. Might still make some minor adjustments to equipment, and will adjust recent backstory to tie in to where we're starting, but no major changes now.


Jereru wrote:

Still some money to spend, mostly on scrolls and maybe something else depending on the answer to my prior question. Apart from that, here comes Uldruk Rockhorn, grandson of Thordrek Rockhorn the Giant Slayer, at your command.

I know the Diplomacy checks for a Bard are a bit... abyssal, but that will be fixed at 7th level when he gets to use his Linguistics bonus for them.

Nice work creating a dwarven bard! Hadn't seen the Chronicler of Worlds archetype before but it's perfect.

I sketched out a light background and personality for myself, avoiding present-day details.


I'm not finding a story I like in the background so I think I'm gonna withdraw, good gaming!


Okay, hope everyone had a nice Father's Day. Since a few of you have asked, my general thinking is that you are all members of a specialized Dwarven Strike force, who ventures from Janderhoff when dwarves have been victimized or dwarven interests are involved. Hence, the reason why experienced dwarven warriors are selected: you represent the axe of the dwarves, come to strike down the enemy! Perhaps, I was not clear before, but the characters selected live in Janderhoff and that is your home, that is where your clans live, and it is an honor to be selected to the strike force. I hope that continues to hold your interest.

In response to your other questions:

1. Ouachitonian: Your knowledge of Book 1 events is very scarce, if any. After all, Trunau is really not that important in the grand scheme of Dwarven matters.
2. Jereru: Let me get back to you on the Linguistics bonus.


Throwing my hat into this, because re-skinned adventures sound like a blast.

I'm thinking of somewhat working towards mystic theurge through the empyreal sorcerer and druid. I might further delay the prestige with a dip into monk (but I haven't decided on that just yet). I need to look more into the lore around Janderhoff before I settle on specific archetypes and write up a background.

Question: Are you using the Fractional Bonuses for multiclassing, or using bonuses exactly as-written?


Polyfrequencies: I prefer bonuses as written.

Summary of Applicants so far:
Gotthar Grimwald: Male dwarf (Sky Citadel) fighter (titan fighter) 6
Barad Boulderplate: Male dwarf (Sky Citadel) ranger 6
Stigmar Stonefoot: Male dwarf wizard 6
Amelia Lightfoot: Female Dwarf Slayer 3 / Rogue (Earthshadow) 3
Uldruk Rockhorn: Male Dwarf Fighter (Spear Fighter) 1 / Bard (Chronicler of Worlds) 5

Dark Archive

I am going to toss my hat in with Durin, a Zen Archer Dwarf.

Durin Freebeard:

-------------------
Male Dwarf Monk (Zen Archer)
LN Medium humanoid (Dwarf)
Init +4 ; Senses Perception +12
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 15 (+0 armor, +2 Dex, +0 Dodge, +4 Wisdom, +1 Unarmored Defense)
hp: 51 (6d8 +8 Con +8 FC)
Fort +8, Ref +8, Will +10
Defensive Abilities: +2 vs poisons, spells or spell like abilities.
--------------------
Offense
--------------------
Speed: 40 Ft
Melee: Unarmed Attack +4 [d8+3; x2)
Ranged: +1 Composite Longbow (Str +3) +9 / +9 / +4 (d8+6; x3)
Special Attacks: Flurry of Blows, +1 Damage vs Giants, Orcs and Goblins. +1 to hit Giants.
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 8, Wis 19, Cha 8
Base Atk +4 ; CMB +8; CMD 24

Racial Abilities:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class Abilities:
Flurry of Blows: (+4/+4/-1) Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.
A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Perfect Strike : At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.
Unarmored AC: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike (d8): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Way of the Bow: At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.
Zen Archery: At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Fast Movement: +20 ft movement At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool (Magic): At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Slow Fall (30 ft): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
High Jump: At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Ki Arrows: At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.

Traits
Reactive (Combat): +2 Initiative Trait Bonus
Blooded (Dwarf): Benefit: You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.

Feats:
Point Blank Shot:
Precise Shot:
Perfect Strike:
Weapon Focus: Composite Longbow
Point Blank Master:(Composite Longbow) hoose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
[/i]: Toughness
[i]Deadly Aim
:
Quick Draw:
Weapon Specialization: Composite Longbow
Improved Precise Shot:

Skills: Acrobatics +11 [6], Climb +9 [2], Perception +12 [6], Knowledge: Engineering: +4 [2], Knowledge: Geography +4 [2], Knowledge: History +4 [2], Stealth +7 [2], Swim +9 [2]
Languages: Common, Dwarf

Combat Gear: Belt (Str +2) (4000), +1 Composite Longbow (+3 Str) (2700 gp), Headband +2 (Wisdom) (4000), Efficient Quiver (1800 gp), Handy Haversack (2000 gp) , 300 Durable Arrows (300 gp), Cloak of Protection +1 (1000 gp)
Gold: 180 Silver: 4 Copper:
--------------------
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 1/1 5 0.1 gp

*= Carried in backpack
Total Weight lbs lbs light or less/ medium / heavy

Background:

Durin was raised by merchants who traveled across the world to various Dwarf, Human and Gnome settlements. His caravan prided itself on traveling in the most dangerous places. Because of this Durin had a strange upbringing. On his travels he met many strangers and learned their ways. The one that he took most to were a group of monks that spent most of their time using bows. The monks traveled with the caravan for many months and Durin learned quite a bit from them. When it came time for them to separate from the Caravan, Durin decided to stay with them and learn more. He promised to meet up with the caravan later.
Once the training was over, Durin began to head back to find his caravan traveling through dangerous lands and hoping that his knowledge of geography would help him find his way correctly.


Amelia Lightfoot wrote:

Nice work creating a dwarven bard! Hadn't seen the Chronicler of Worlds archetype before but it's perfect.

Thank you! There is even another archetype which uses Wisdom, and I was strongly considering it, but dropped it in the end because it replaces Inspire Courage.

Shadow_Fox wrote:
Jereru: Let me get back to you on the Linguistics bonus.

Thank you as well! I'll put some money aside for whatever help you come back with.

Also, I altered Uldtuk's backstory a bit to end up in Janderhoff and introduce the Academy. Thus it now fits better with your last explanations.

Finally, I want to apologize for presenting a maybe too long background... I may add a tl;dr spoiler as well.


Submitting Draven Kral, goliath druid! And his sharp companion, Master Bites (100% willing to change that name, it just seems funny at 4am). (gear & spells TBD)

Spoiler:

Male Dwarf Druid (Goliath Druid) 6
NG Medium humanoid (Dwarf)
Init +0 ; Senses Perception +4, darkvision, stonecunning
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp: 62 (6d8 + 24)
Fort +8, Ref +2, Will +9
Defensive Abilities: +2 vs poisons, spells or spell like abilities; + 4 to avoid being bullrushed / tripped while standing on ground; + 4 dodge bonus on AC against giants; +4 bonus on saving throws against the spell-like and supernatural abilities of giants.
--------------------
Offense
--------------------
Speed: 25 Ft
Melee:
Ranged:
Special Attacks: + 1 racial bonus to hit orcs and goblinoids
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 16, Int 12, Wis 19, Cha 8
Base Atk +4 ; CMB +5; CMD 15
Feats: Extend Spell, Fleet, Toughness
Traits: student of giantkind, weathered emmissary
Skills: Diplomacy +9, Handle Animal +8, Knowledge (local +10, nature +10), Spellcraft +10, Survival +13
Languages: Common, Dwarf, Giant, Sylvan
SQ: face nature's might, primal bond (animal companion), primal empathy, primal size, spontaneous casting, trackless step, wild shape 2/day (dinosaur, large giant, megafauna), woodland stride

Master Bites, allosaurus animal companion
N Medium animal
Init +; Senses low-light vision, scent; Perception +

DEFENSE

AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
hp 36 (6d8+6)
Fort +5, Ref +9, Will +4

OFFENSE

Speed 40 ft.
Melee bite +8 (1d8+3), 2 claws +7 (1d4+1)
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 16, Dex 18, Con 10, Int 2, Wis 15, Cha 10
Base Atk +4; CMB +18; CMD 29
Feats Improved Natural Attack (bite), Tough, Weapon Focus (bite)
Skills Perception +8
SQ devotion, evasion, link, low-light vision, scent, share spells, bonus tricks (x, y, z)

(edits in process)


How long is recruitment going to last? I have a soft spot for all dwarf parties but I'm not entirely sure how fast I'd have something ready to go. Off the top of my head, I like the idea of a scout type guy who fights with a dorn-dergar, maybe a ranger/inquisitor multiclass?

I see you said no occult classes... is there any chance you'd make an exception for a kineticist, since they don't have the flavor issues that other occult classes often do? It's no big deal if you don't want to but a dwarven geokineticist seems like it could be a cool addition to an all dwarf party.


Jereru: Never apologize for a long background. :)
Giant Halfling: Recruitment will close on Saturday, June 25th, at Noon EST. I'm going to have say no to the kineticist. I couldn't get into them even on on WOTR Crpg,

Liberty's Edge

I started cooking up some form of gunslinger...but from the looks of our list, we seem to be shy in some crucial areas. I'll see what inspiration strikes later tonight.


Submitting Kazidorr Emeraldcliff, Ranger and Hinterlander of Erasil.

Focusing on ranged combat and scouting (traps). He knows his way around mountains and has a strong bond with communities. Should be a great addition to provide ranged support.

Backstory and build is in the profile as normal.


Will have my dwarven cleric redone by tomorrow.


I love dwarves! I played a dwarven ranger on these boards up to 20th level in an AoW game. I have an idea for a daring champion cavalier dwarf- could be fun. I will work on it and submit before the deadline.


I will submit a bloodrager, because it fits my backstory best, I believe.

How complete does a submission have to be?

Would you allow a Steel blood Bloodrager who can cast in heavy armor without spell failure to ignore the spell failure from a Dwarven Boulder Helmet, too?


Ellioti wrote:

I will submit a bloodrager, because it fits my backstory best, I believe.

How complete does a submission have to be?

Would you allow a Steel blood Bloodrager who can cast in heavy armor without spell failure to ignore the spell failure from a Dwarven Boulder Helmet, too?

A character sheet to review with some background to get a feel for the character is what I am looking for, Ellioti. And yes to your question about the helmet.


Dwarven wizard reporting for duty. Still finalizing spells and equipment, but the basics are here. More of a generalist type of wizard, bonded item is a magic warhammer.

Favorite tactic here is supposed to be to store a shocking grasp spell into the hammer, and use Hand of the Apprentice to deliver it. I do need to work on an approach to better AC, although I think scribing and then using Mage Armor scrolls would be the default, which casting shield for the more "in the fray" situations.

Spellbook currently is only the "free" spells with levels. I assume he would have acquired others, but wasn't sure how GM might want to handle that (maybe just purchase scrolls and then copy to book process?)

Never tried a dwarf wizard before, so if included, I am looking forward to this!


Here's my submission. A standard two-hander melee that's been bossed around by an old fey

Buggles:
Male Brownie Familiar (Egotist archetype)
TN Tiny fey
Init +8, Senses low-light vision; Perception +15
=================================================
DEFENSE
=================================================
AC 24, touch 17, flat-footed 19 (+4 Dex, +1 dodge, +2 shield, +2 size, +5 natural)
hp 32
Fort +6, Ref +6 (improved evasion), Will +4, +2 vs. illusions
DR 5/cold iron; SR 12;
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee short sword +10 (1d3-2/19-20) [Reach 0 ft.]

Innate Spell-Like Abilities
1/day: confusion (lesser) (DC 14), ventriloquism (DC 14), mirror image, dimension door (self only)
at-will: dancing lights, mending, prestidigitation
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STATISTICS
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Str 7, Dex 18, Con 12, Int 14, Wis 15, Cha 17
Base Atk +3; CMB +8; CMD 17
Feats Dodge, Improved Initiative, Weapon Finesse, Alertness
Skills
Acrobatics +8 (+1+3+4)
Craft (Shoes) +11 (+6+3+2)
Escape Artist +8 (+1+3+4)
Knowledge (Nature) +9 (+4 +3 +2)
Perception +15 (+6+3+2+2+2)
Sense Motive +4 (+0+0+2+2)
Spellcraft +7 (+5 +0 +2)
Stealth +16 (+4 in forests) (+1+3+4+8)
Survival
Use Magic Device +12 (+6+3+3)
Languages Common, Elven, Gnome, Sylvan
Gear Wand of Cure Light Wounds (50 charges), Wand of Grease (50 charges), tiny darkwood heavy shield, tiny short sword
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SPECIAL ABILITIES
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Song of Myself An egotist gains Alertness as a bonus feat rather than providing that feat to its master. It gains the variable familiar bonus (such as the bat’s +3 bonus on Fly checks) instead of granting the bonus to its master. This alters alertness and the variable familiar bonus.
Order Master An egotist gains speak with master at 3rd level instead of 5th level. This alters speak with master.
Receive Touch Spells At 5th level, an egotist can demand a particular touch spell as a standard action. If it does so, until the egotist’s next turn, its master can cast that spell on the egotist once as a ranged touch within close range, as if using Reach Spell. This replaces deliver touch spells.
Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Billy:
Billy
Male Dwarf Bloodrager 6 Archetypes Steelblood, Primalist
NG Medium humanoid (Dwarf)
Init +2, Senses Perception +10
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DEFENSE
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AC 24, touch 13, flat-footed 22 (+10 armor, +1 deflection, +2 Dex, +1 natural)
hp 64 ((6d10)+6+)
Fort +9, Ref +5, Will +4
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OFFENSE
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Speed 20 ft.
Melee +1 Dwarven Longhammer +9/+4 (2d6+13/x3)
Melee mw Dwarven Boulder Helmet +9/+4 (1d4+8)

Known Spells
Bloodrager (CL 6th; concentration +7)
1st, 2/day: Cheetah's Sprint, Longarm, Magic Missile, Shield
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STATISTICS
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Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 12
Base Atk +6, CMB +11, CMD 23
Feats Combat Reflexes, Eschew Materials, Improved Familiar, Power Attack, Raging Vitality
Skills Acrobatics +2, Climb +4, Intimidate +5, Knowledge (Arcana) +3, Perception +10, Spellcraft +3, Survival +5, Use Magic Device +7
Backgrouns Skills Craft (Shoes) +8, Knowledge (History) +5
Traits Glory of Old, Orphaned by Giants
Languages Common, Dwarven
Gear +1 Dwarven Longhammer , ring of protection +1, +1 full plate, cloak of resistance +1, Belt of Giant's Strength +2, amulet of natural armor +1, mw Dwarven Boulder Helmet, 160 gp
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SPECIAL ABILITIES
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Bloodrager
Bloodline Abyssal
Bloodline Familiar
Armor Training +1
Armored Swiftness
Blood Casting
Blood Sanctuary
Bloodrage
Demonic Bulk
Indomitable Stance

Racial
Defensive Training
Giant Hunter
Greed
Hardy
Mountaineer
Rock Stepper
Slow and Steady
Weapon Familiarity

Traits
Glory of Old In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Orphaned by Giants You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.

Favored Class Bonus
6x 1 hp

Backstory:
Buggles has been in the Dornrock house for more than two centuries. He's a grumpy little "house elf" that stands only 35 cm tall and would look like a garden decoration if he stood still. Most Dornrock clan members have never seen him in their life, but the more observant ones noticed his presence. Regularly he'd steal something to eat and in return do housework when nobody was looking. Be it at night when the family slept or during the day, when they were working the fields. He'd do the dishes, take care of the garden, or repair stuff. Especially shoes, he was really good with shoes. He had always liked the Dornrocks, a Dwarven trader clan, and some of the matriarchs even left something for him intentionally.
All changed 40 years ago. He was in-between darning socks and hasn't yet decided if he'd keep or return them, when he heard screams from the neighbors. Awful screams of panic and death. He looked outside and saw all kinds of people running around, running towards and past the Dornrock house. He didn't know what it was that panicked them, but he decided to wake the family. While he was busy running to the kitchen - he wanted to make noise with the dirty pans and dishes - they had already arrived. Giants and Ogers were storming through the doors and trashing the place.
Buggles wanted to help, but what could he do, the tiny fey creature? Instinctively he scaled the house wall and looked inside. He reached the bedroom and witnessed the father lose a fight to a Ogre despite the ancient Dwarven hammer. The mother screamed and protected her baby, turning her face away from the battle and out of the window - towards Buggles who was standing on the window sill. They made eye contact and for a brief moment out of time, it gave him a feeling of familiarity. She seemed to recognize him or knew who he was at the least. With a mother's instinct she ran for the window and pressed the baby in Buggles' arms, who was barely taller than it. With the heavy baby in his arms he jumped into the grass and ran for their lives.

Today, Billy is 40 years old and doing well. He does not remember his family tragedy and is growing up properly and happily. Buggles found a new home for them. He brought the baby to Janderhoff. They verified the story, welcomed Buggles and took the baby in, too. Dwarven orphans are rare as the clans are usually huge, but in some rare cases like Billy's, they're taken in by a foster family, an academy or a church. For Billy it was the second and he was trained to be a warrior. Of course, Buggles never left. He felt it was his duty to protect the boy as long as necessary.

Now that he, finished his training, a fact that Buggles totally disagrees with, Billy is about to join the strike force.


Here is Lucendar's crunch - will work on the background.


Summary of Applicants so far with about 13 hours to deadline:
Gotthar Grimwald: Male dwarf (Sky Citadel) fighter (titan fighter) 6
Barad Boulderplate: Male dwarf (Sky Citadel) ranger 6
Stigmar Stonefoot: Male dwarf wizard 6
Amelia Lightfoot: Female Dwarf Slayer 3 / Rogue (Earthshadow) 3
Uldruk Rockhorn: Male Dwarf Fighter (Spear Fighter) 1 / Bard (Chronicler of Worlds) 5
Durin Freebeard: Male Dwarf Monk (Zen Archer) 6
Draven Kral: Male Dwarf Druid (Goliath Druid) 6
Kazidorr Emeraldcliff: Male Mountain Dwarf Feral Hunter 1/Trapper (ranger) 4/Hinterlander 1
Zakli Warblefinger: Lawful-Neutral Male Dwarf Wizard 6
Billy: Male Dwarf Bloodrager (Steelblood, Primalist) 6
Rhen Stoneheart: Male Dwarf cavalier (daring champion) 6 (missing background)


Background added! Rhen is complete. Good luck all!


Best of luck to all dwarves!

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