Reskinned Dwarven Giantslayer AP

Game Master Shadow_Fox


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I had mentioned Thuradin earlier but he seems to be off the list


Thanks Vanulf, sorry I missed you!

Summary of Applicants with less than 2 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
Thuradin Drackenforge: Male dwarf warpriest of Torag 6 (missing background)


Swooping in for the last minute add!

Morgrym Stoneheart:
The Stoneheart clan of Janderhoff was well-known throughout the city for agitating for sustainable mining practices. They often drew derision for what seemed like an absurd stance to most, but the Stonehearts had predicted enough disasters throughout Janderhoff’s storied history than they were given an equal amount of deference. As a matter of course, many Stonehearts sought training as druids: wanting to care as much for the natural beauty of the mountains as many others throughout Golarion cared for the forests and rivers. That is the path that Morgrym chose to follow after seeing the menhir circle that his family had erected just outside Janderhoff. The vista from the circle, with birds of prey circling around at this high altitude, inspired no shortage of pride in the young dwarf, as he dedicated his life to the Heart of the Mountain.

As Morgrym trained with other Varisian druids (the Stonehearts insisted that they develop connections outside Janderhoff as well), Morgrym learned more about the world around him. There were rumblings about tribes of giants rising up and threatening the way of life for all the smallfolk. Morgrym felt conflicted. Other Janderhoff dwarves had ranged to fight off giants, orcs, goblins, even drow—all the ancient foes of dwarvenkind. That had never been the Stoneheart way. Every dwarf had their place in society. But why could the Protectors of the Heart of the Mountain not also protect their fellow dwarves from incursions by the other people who sought to destroy them?

This uncertainty came to a head when Morgrym’s druidic training circle was attacked—unprovoked—by a hill giant raiding party. As Morgrym began to use his nascent druidic magic to try to fend off the giants, watching his comrades bashed aside with enormous greatclubs, he despaired. In that despair, he reached deep within himself, rather than the earth as he had been taught, and found a new source of power. The magic was too new, too unpracticed, to really make much of a difference in the fight, but it thrilled Morgrym. Thankfully the local Archdruid was powerful enough to actually fend off the assault, though the casualties were numerous.

After the battle, Morgrym sought to understand the nature of this new power. Innate magic seemed to speak of sorcerery, which seemed to implicate a bloodline that Morgrym was unaware existed. Taking a break from his training, Morgrym returned to his mountain home to seek his clan and ask questions. They were similarly uncertain. The clan kept good records of birth and marriage, but no one else (to their knowledge) had ever manifested sorcerous powers. That was uncommon in most dwarves anyway.

Just as he was about to give up, Morgrym had a dream in which he saw a stunning, butterfly-winged woman that he would come to learn was the ancient goddess Desna. She told him that Morgrym was descended from an ancient stock of warriors with empyreal origins. He could do with this what he chose, but if he accepted her gifts, then she would help him to further his power. Upon waking, Morgrym found that one of his tattoos—that of a red-tailed hawk—had disappeared from his body and manifested in front of him. The hawk introduced itself as Nightsong and said that it was an emissary of Desna, here to guide him.

As Morgrym continues to learn upon these mysterious empyreal origins, he remains dedicated to the Heart of the Mountain. He returned to Janderhoff armed with a new conviction and signed up for the next ranging party to go out and fight giants. He would protect both his people and his land.

Morgrym will prestige into Mystic Theurge at Level 8.

Morgrym Stoneheart
Male Dwarf Menhir Savant Druid 3 / Empyreal Tattooed Sorcerer 3
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +12

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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 45 (3d8+3d6+9)
Fort +6, Ref +5, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giant subtype)
Resist acid 5, cold 5

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Offense
--------------------
Speed: 20 ft. (slow and steady)
Melee: warhammer +3 (1d8/x3), clan dagger +3 (1d4/19-20)
Ranged: light crossbow +5 (1d8/19-20)
Special Attacks: Giant Hunter (+1 attack vs giants), Hawkeye (7/day), Place Magic (7/day), Spirit Sense
Druid Spells Prepared (CL 3rd; concentration +7)
2nd – barkskin, eagle’s splendor (D), flurry of snowballs
1st – aspect of the falcon (D), cure light wounds, entangle, obscuring mist
0th – create water, light, mending, read magic
Sorcerer Spells Known (CL 5th; concentration +9)
1st (6/day) – bless, grease, mage armor, magic missile
0th (at will) – detect magic, ghost sound, mage hand, message, prestidigitation
Spell-Like Abilities (CL 6th; concentration +10)
3/day – acid splash

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Statistics
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Str 10, Dex 14, Con 15, Int 14, Wis 18, Cha 8
Base Atk +3; CMB +3; CMD 15

Feats: Augment Summoning, Spell Focus (Conjuration), Superior Summoning, Varisian Tattoo (Conjuration)
Traits: Magical Knack (Magic), Grounded (race)
Skills: Acrobatics +2 (+2 on balance-related checks, -2 to jump), Climb +4, Fly +6, Heal +10, Knowledge (geography) +10, Knowledge (arcana) +9, Knowledge (nature) +6, Knowledge (religion) +4, Perception +15, Profession (herbalist) +12, Spellcraft +9, Survival +8 (+2 to track giants), Swim +4
Languages: Common, Druidic, Dwarven, Giant, Sylvan
SQ: bloodline (empyreal), bloodline spells (bless), cantrips, celestial resistance, familiar tattoo, hawkeye, orisons, nature bond (domain: eagle), place magic, spirit sense, spontaneous casting (summon nature’s ally), Varisian tattoo
Gear: I still need to go shopping…which I will do if accepted into the party.

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Special Abilities
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Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.

Place Magic (Su): At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus. This ability replaces woodland stride and trackless step.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

Eagle Domain
Familiar: You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dwarf Race Traits

  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Dwarves can see in the dark up to 60 feet.
  • Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
  • Shadowplay: Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Dwarves can take this trait in place of greed.
  • 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.
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
  • Stonesinger: Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
  • 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.

    Traits
    Grounded: You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

    Magical Knack: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

  • Familiar:

    Nightsong
    Hawk Emissary of Desna
    N Tiny magical beast
    Init +3; Senses low-light vision; Perception +21

    --------------------
    Defense
    --------------------
    AC 18, touch 15, flat-footed 15 (+5 Dex, +4 natural, +2 size) (+4 dodge vs AoO)
    hp 22 (6 hd)
    Fort +4, Ref +5, Will +8
    Defensive Abilities improved evasion

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    Offense
    --------------------
    Speed: 10 ft., fly 60 ft. (average)
    Melee: 2 talons +8 (1d4-2)
    Special: Bit of Luck (1/day)
    Spell-Like Ability: Guidance (at will)
    Space 2-1/2 ft., Reach 0 ft.

    --------------------
    Statistics
    --------------------
    Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 7
    Base Atk +3; CMB +5; CMD 12

    Feats: Skill Focus (perception)
    Skills: Climb +7, Fly +11, Heal +6, Knowledge (geography) +4, Knowledge (arcana, religion) +3, Knowledge (nature) +0), Perception +21, Profession (herbalist) +7, Spellcraft +3, Survival +3, Swim +7; Racial Modifiers +8 Perception
    SQ: divine guidance, domain influence, emissary skills, empathic link, improved evasion, share will, speak with master
    Gear none

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    Special Abilities
    --------------------

    Special Requirement: An emissary familiar can serve only a master who worships a single deity.

    Emissary Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.

    Divine Guidance (Sp): An emissary can cast guidance at will. This replaces alertness.

    Improved Evasion (Ex): 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 Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This replaces share spells.

    Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This replaces deliver touch spells.

    Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability once per day.

    Empathic Link (Su): 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.

    Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

    Master gains a +3 bonus on sight-based and opposed Perception checks in bright light.


    Last minute, and finally complete.

    Mokshai


    Recruitment is closed. I am not home right now so will post selections tonight.


    Okay, thank you to all who took time and applied. In the end, I went with the characters that appealed to the strike force theme I have for the game, even if it is not optimal. Anyway, without further ado, the four characters selected are:

    Barad Boulderplate: Male dwarf (Sky Citadel) ranger 6
    Stigmar Stonefoot: Male dwarf wizard 6
    Kazidorr Emeraldcliff: Male Mountain Dwarf Feral Hunter 1/Trapper (ranger) 4/Hinterlander 1
    Rhen Stoneheart: Male Dwarf cavalier (daring champion) 6

    Those selected, please report to: Discusson

    If someone drops out or I need replacements, I have plenty to choose from. Thanks, again.


    Congrats to those selected, enjoy the game!


    Hey all, I am back as we lost 2 players, relatively early into the game, as the party was about to storm Redlake Fort. Our players are currently a dwarven wizard and a dwarven cavalier. If anyone wants to reapply with a prior character, please do so. I will be selecting 2 replacements rather quickly so as to not lose momentum in the game. Same character creation rules as before.


    Hey Shadow Fox, are you just looking for resubmissions or are you willing to consider new applicants? Thanks!


    Hello, I will gladly re-submit a character with a few background tweaks and a new name. Please find my submission for Moira the Lost, a Rogue/Slayer. Hoping she'll be a good complement to the party!


    stormraven wrote:
    Hey Shadow Fox, are you just looking for resubmissions or are you willing to consider new applicants? Thanks!

    New applicants are always welcome!


    Making a Goliath druid right now.


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

    My submission for Billy and Buggles is still valid. But since you already have a melee and an arcane caster, a bloodrager is most likely not what you're missing.


    Will take my dwarven cleric, and revamp him to a warpreist.


    Uldruk Rockhorn has just got a second chance! This time we can't lose!

    Or can we?

    It doesn't matter! The winner is the one who tells the tale!


    How about a paladin (Stone Lord)wielding a dorn-dergar? I will have to lower his level to make him 6th, but otherwise, I think he might fit into your group pretty well!!

    Silver Crusade

    dotting. I'm thinking an earth kineticist.

    nm. Saw the no occult classes. Sad rock noises. hmmm.. Old fashioned ranger would be good..


    Turin Starfall wrote:
    Making a Goliath druid right now.

    I recommend reading the build guidelines in the first post. Or the thread title.

    Shadow_Fox wrote:
    Races: Dwarves only!


    Andostre wrote:
    Turin Starfall wrote:
    Making a Goliath druid right now.

    I recommend reading the build guidelines in the first post. Or the thread title.

    Shadow_Fox wrote:
    Races: Dwarves only!

    Goliath druid is an archetype of the druid class not a race. You're thinking of 5e probably. :)


    Resubmitting Trovag Icehewer

    {Mokshai}


    Shadow_Fox wrote:
    Andostre wrote:
    Turin Starfall wrote:
    Making a Goliath druid right now.

    I recommend reading the build guidelines in the first post. Or the thread title.

    Shadow_Fox wrote:
    Races: Dwarves only!
    Goliath druid is an archetype of the druid class not a race. You're thinking of 5e probably. :)

    Or I'm just an idiot and didn't put much thought into my post. Carry on!


    Since you’re accepting new applications, I’d like to submit Padriag “Patina” Forgesworn for your consideration. He’s a Seeker Oracle with the Metal mystery. I’ll finalize spells and gear of selected to best fit with the group.

    In Character:
    Let me introduce myself. My name is Padriag Forgesworn, but you may call me Pat, or Patina, as many do! I am blessed by Torag to be his oracle. He has bestowed upon me familiarity with metal. I would say knowledge, except that I’m about as bright as tarnished brass. Anyway, Torag’s revelations and blessings allow me to heal, to find traps, and to stand on the front lines of battle.

    You will find that I am an amiable companion, and that I take pride in my abilities. I also laugh at my shortcomings. Just wait until you try to talk to me in the heat of battle! Won’t that be a laugh! You’ll see! I am constant seeking to improve myself and to discover just why I have been blessed with such gifts. Torag help me, I wasn’t cut out to be a cleric. They said I didn’t take things seriously enough. Pff.

    At last, I seek companions myself. I have been on my own these past fews years contemplating and meditating on my purpose in life. Fat lot of good it did. I’m still no closer, and now I’m half starved and without a drop of ale to my name. It’s time I return to see how I can help and protect my brethren.


    Would you be willing to provide feedback on prior entries? I liked Morgrym, but he didn't make the cut before. If I can fix him in some way, I'd rather do that than start from scratch.


    Uldruk Rockhorn.


    This is SR submitting a warpriest ( also called Morgrym :( ) for consideration. This is just his build. I'll add his backstory this evening which will explain the seemingly odd parts of his build.


    Okay, as I stated before, this was not going to be a long recruitment. The two selected applicants are:

    Moira the Lost
    Uldruk Rockthorn

    Please report to the Discussion Thread. Thanks to all who took the time to apply.

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