Giant Slayer beer and pretzels (Inactive)

Game Master drbuzzard

Be short and grumpy. Drink ale. Kill giants. Repeat.


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Witch / Fighter (in progress):
Mac Ribbe
Male dwarf (Sky Citadel) fighter (weapon master) 4 / witch (white haired witch) 4 / Gestalt 4
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)

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Defense
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AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 enhancement)
HP 28 (4d10)
Fort +5, Ref +4, Will +6; +1 bonus vs. effects targetting Hair, +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training

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Offense
--------------------
Speed 20 ft.
Melee slam +8 (1d4+8)
Space 5 ft.; Reach 10 ft.

Special Attacks constrict (As Hair), trip (As Hair), weapon training, white hair

Witch (White Haired Witch) Spells Prepared (CL 4th; concentration +10)
. . 2nd—bone fists, cure moderate wounds, glitterdust (DC 16)
. . 1st—cure light wounds, enlarge person (DC 15), mage armor, shocking grasp
. . 0 (at will)—daze (DC 14), detect magic, light, read magic
. . Patron Elements

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Statistics
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Str 10, Dex 14, Con 10, Int 19, Wis 12, Cha 8
Base Atk +4; CMB +4; CMD 17 (21 vs. bull rush, 21 vs. trip)

Feats Boon Companion[UW], Dodge, Improved Familiar, Piranha Strike, Weapon Finesse

Traits bruising intellect, focused mind

Skills Acrobatics -1 (-5 to jump), Appraise +4 (+6 to assess nonmagical metals or gemstones), Climb +1, Fly +3, Handle Animal +3, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +8, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (planes) +9, Perception +4 (+6 to notice unusual stonework), Ride +3, Sense Motive +2, Spellcraft +9, Stealth +0, Survival +1 (+3 to track vs. humanoids of the Giant subtype), Swim +1, Use Magic Device +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework

Languages Common, Dwarven, Giant, Gnome, Terran, Undercommon

SQ giant hunter[ARG], weapon guard, witch's familiar (faerie dragon named Arcane Familiar)
Other Gear 3,000 gp

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Special Abilities
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Boon Companion (Arcane Familiar) Companion or familiar abilities are treated as if you were a higher level.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Weapon Guard +1: Hair Pin (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Hair Pin (Ex) +1 to hit and damage with your chosen weapon.
White Hair (Constrict) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Free Grapple) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Trip) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Familiar:

Arcane Familiar CR –
Faerie dragon (Pathfinder RPG Bestiary 3 91)
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
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AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size)
HP 14 (3d12+3)

Fort +6, Ref +7, Will +7
Defensive Abilities improved evasion; Immune paralysis, sleep; SR 13

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Offense
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Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +5 (1d3-1)
Space 2½ ft.; Reach 0 ft.

Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 15 negates, usable every 1d4 rounds), deliver touch spells

Spell-Like Abilities (CL 3rd; concentration +6)
. . 3/day—greater invisibility (self only)

Sorcerer Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—grease, mage armor, magic missile
. . 0 (at will)—dancing lights, detect magic, disrupt undead, ghost sound (DC 13), mending

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Statistics
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Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16

Base Atk +4; CMB +5; CMD 15 (19 vs. trip)

Feats Acrobatic, Dodge

Skills Acrobatics +8 (+0 to jump), Bluff +9, Climb +7, Diplomacy +9, Fly +23, Handle Animal +4, Intimidate +8, Perception +8, Ride +4, Sense Motive +8, Spellcraft +8, Stealth +17, Swim +17, Use Magic Device +9

Languages Common, Draconic, Elven, Sylvan; speak with animal (same kind only), speak with master, telepathy 100 ft.

SQ empathic link

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Special Abilities
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Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 15 negates, usable every 1d4 rounds
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (13) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.


Completed Entries
* Grumbaki: Kurgan Kegstalker
- Mutation Warrior Fighter / Mixologist Vivisectionist Alchemist
- Brewer looking for the ingredient needed to make his name

* Eriktd: Klien
- Weapon Master Fighter / Zen Archer Monk
- A dwarf raised by elves who came to Janderhoff after her village was destroyed by giants

* Veniir: Norter Skyshield
- 2 Handed Fighter/Empyreal Sorcerer
- Comes from a family of adventurers, left Janderhoff so that he may return home in glory

* Robert Henry: Brunner Hammerfell
- Fighter/Unchained rogue (dual dwarven warshields)

* Trawet71: Dolgrym Giantfoe
- Fighter/Ranger (twin thunders build)
- Clansdwarf of Clan Giantfoe. The short dwarf hates giants and has the goal of unaliving them so they cannot hurt others.

* Rdknight: Biruta Rovesdam
- Fighter / Cardinal Cleric
- Cleric of Adabar from a Clan that conducts long distance trade.

* Luke_Parry: Sergei von Janderhoff
- Eldritch Guardian Mutation Warrior Fighter / Crystal Tender Mammoth Shaman

* Dorian Gray: Mad Marvin Dundlerock
- Fighter/ Goliath Druid
- Formerly worked for the technic league, is now a hermit. Returned to Janderhoff with a warning.

* Sphinxtreecat: Barwyn Giantbane
- Savage Warrior Fighter / Goliath Druid

* Pancakes: Brighid Stoneheart
- Fighter/Warpriest
- An expert smith joining the expedition out of a sense of duty to protect her people, to see first hand how her creations do on the field, and for a chance to swing her oversized warhammer around to smack some giants. Plus, someone has to look after the team's equipment.

* Duhwoo: Grumpy
- Fighter/Gunslinger?

* Sir Longears: Urmir Dagrog
- Brawler Fighter / Ulfen Beast-Wrestler Brawler
- Seasoned fighter from the lands of the linnorm kings. Used to fight trolls.

* Stormraven: Mac Ribbe
- Weapon Master Fighter / White Haired Witch

Character Concepts
* Malinor: Fighter/Wizard in heavy armor
* Phillip Gastone: Fighter/Bard
* Djack Nymball: Fighter/Bard
* Andostre: Fighter/Inquisitor
* Mightypion: Fighter/Alchemist (alcohol) Fighter/Skald (drummer) Fighter/Cleric
* G-Unit: Fighter (rough rider)/ Hunter

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I think that brings it up to date. If I got anything wrong, please let me know.


Djack's back!

Apologies for the earlier confusion.

I present Ulfrec Aesgrim, ex slave/servant... I'm actually not familiar with the lore... so I made him a Lore Warden & Lorekeeper! :)

Fighter - Lore Warden / Warpriest of Calistria

He's here to trip the light fantastic and some giants! Whip wielding fun. Effectiveness is OK now but, will improve when he's squarely into his battlefield control glory! Probably by Level 6.

I did take the feat, Just out of Reach <<< Link and was wondering how often giants use spears and other reach weapons? Or is it mostly a waste?

Looking forward to Improved Whip Mastery, Combat Patrol, Weapon Specialization, and others depending on the composition of the others in the party (should he be chosen).

I've not mustered with all equipment, just the attuned armor and weapon and a shield. I'll work on wonderous items.

Open to comments, questions and/or suggestions from DM or fellow applicants.


Oof, I just noticed that my original submission of a 2handed fighter/empyreal sorcerer should have 2 extra Con. Please take that into consideration.

Envoy's Alliance

Kurgan Kegstalker wrote:

Completed Entries

Redacted

I don't see Glade Wolf Fighter/Arcanist in there. He is a completed character.


Quick question:

Dwarf Alternate Racial Trait Giant Hunter seems to give a +1 untyped attack bonus vs giants.

Would that stack with the Campaign Trait Orphaned by Giants' +1 trait attack bonus vs giants?

Looks legal, but didn't want to do it if the DM is against it.

Dark Archive

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Ulfrec Aesgrim wrote:

Quick question:

Dwarf Alternate Racial Trait Giant Hunter seems to give a +1 untyped attack bonus vs giants.

Would that stack with the Campaign Trait Orphaned by Giants' +1 trait attack bonus vs giants?

Looks legal, but didn't want to do it if the DM is against it.

They should stack. Trait bonuses usually do not stack, but an alternate racial trait isn't a "trait" actually, even if called just that.

Racial traits and their alternates are a thing not to be confused with character traits. Yes, it is confusing and they should have used different terms, but it is what it is.

Character traits are then divided in types: combat, faith, magic, social, regional, race, equipment, campaign, and so on. And yes, to make it worse they decided to have "race traits" and "racial traits", which are totally different things lol.


@ drbuzzard not certain how much perusing you have been actively performing, but I am changing out Improved Trip for Weapon Specialization.

I may venture into Grappling at later levels (although that would need a Dex boost unfortunately) as it fits his giant shananagins later....

Stupid Dex! I may need to swap out Dex and Con, which would be unfortunate as I like my Melee to get 10hp per level (@8th currently)...

I suppose with Bull's Strength he could go Con at ABP at 7(?)...

I may do that and procure required Feats by then for Grappling.

And, I was thinking of changing his eye color from black to blue....


stormraven wrote:
GM, any answer on these questions?

Those are fine.


Mad Marvin Dundlerock wrote:

@ drbuzzard not certain how much perusing you have been actively performing, but I am changing out Improved Trip for Weapon Specialization.

I'm not really perusing much at all yet. When everything is in I'll go over them.

I try to pay attention to questions.


Ulfrec Aesgrim wrote:

Quick question:

Dwarf Alternate Racial Trait Giant Hunter seems to give a +1 untyped attack bonus vs giants.

Would that stack with the Campaign Trait Orphaned by Giants' +1 trait attack bonus vs giants?

Looks legal, but didn't want to do it if the DM is against it.

As Longears said, they stack. They are differently typed bonuses.


Hi, this is Andostre's submission!

I made this in Hero Lab by making a standard Inquisitor and then overwriting or adding the relevant Fighter specs, which was a pretty easy process. Even though most of an Inquisitor's spells list comes from non-Core sources, I'm pretty satisfied with the Core only spell selection I made. At level 4, I don't have a lot of spells to worry about, especially since I'm focusing on melee flanking and skills.

About me (Andostre, not Kaalul): I've been playing PbPs on this board for a while, and I like to think I understand what a player's role is in helping a PbP keep momentum. Silence or waiting on someone else to speak/suggest an action can be a death knell for a PbP campaign.

If selected, I apologize to the other PCs in advance for Kaalul's grumpy paranoia.


One person’s “grumpy paranoia” is another person’s “usefully emoted caution” just as one person’s “cheery naivete” is another person’s “not applying to this Recruitment”. ;)


To Kurgan, excellent list sir. Those of you who make them are most delightful. In this case I fear I was missed.

Ironperenti's submission of Nebuzaradan Fighter (High Guardian) / Sorcerer (Crossblooded Sage / Orc)


1 person marked this as a favorite.

Here's my submission. Orhoon Kegstalker, gestalt fighter/cleric of Cayden Cailean, and younger brother to Kurgan Kegstalker.


Completed Entries
* Grumbaki: Kurgan Kegstalker
- Mutation Warrior Fighter / Mixologist Vivisectionist Alchemist
- Brewer looking for the ingredient needed to make his name

* TheWaskally: Orthoon Kegstalker
- Fighter / Cleric of Cayden Cailean
- Orthoon Kegstalker is about a decade younger than his brother Kurgan Kegstalker. Orhoon comes from a long line of dwarven brewers. The dwarven cleric is seen as the black sheep of the family because he worships, according to his parents, a 'human god'. Orhoon gets along better with the humans and halfings of Janderhoff, than the dwarven population. Orhoon looks up to his older brother and occasionally assists in his alchemical work.

* Eriktd: Klien
- Weapon Master Fighter / Zen Archer Monk
- A dwarf raised by elves who came to Janderhoff after her village was destroyed by giants

* Veniir: Norter Skyshield
- 2 Handed Fighter/Empyreal Sorcerer
- Comes from a family of adventurers, left Janderhoff so that he may return home in glory

* Robert Henry: Brunner Hammerfell
- Fighter/Unchained rogue (dual dwarven warshields)

* Trawet71: Dolgrym Giantfoe
- Fighter/Ranger (twin thunders build)
- Clansdwarf of Clan Giantfoe. The short dwarf hates giants and has the goal of unaliving them so they cannot hurt others.

* Rdknight: Biruta Rovesdam
- Fighter / Cardinal Cleric
- Cleric of Adabar from a Clan that conducts long distance trade.

* Luke_Parry: Sergei von Janderhoff
- Eldritch Guardian Mutation Warrior Fighter / Crystal Tender Mammoth Shaman

* Dorian Gray: Mad Marvin Dundlerock
- Fighter/ Goliath Druid
- Formerly worked for the technic league, is now a hermit. Returned to Janderhoff with a warning.

* Sphinxtreecat: Barwyn Giantbane
- Savage Warrior Fighter / Goliath Druid

* Pancakes: Brighid Stoneheart
- Fighter/Warpriest
- An expert smith joining the expedition out of a sense of duty to protect her people, to see first hand how her creations do on the field, and for a chance to swing her oversized warhammer around to smack some giants. Plus, someone has to look after the team's equipment.

* Djack Nymbal: Ulfrec Aesgrim
- Lore Warden Fighter / Warpriest of Calistria

* Glade Wolf: Glade
- Armor Master Fighter / Arcanist
- Enslaved dwarf, escaped alongside group of elves. Adopted by them.

* Andostre: Kaalu Bazt
- Fighter / Inquisitor of Torag
- Raised to be a respectable dwarven warrior, but is obsessed with threats posed to the dwarven people. This has led to him to learn skills that most other dwarves would not pursue.

* Ironperenti: Nebuzaradan
- High Guardian Fighter / Crossblooded Sorcerer
- Raised to be a soldier by his Clan. Developed natural magical abilities, which he was trained in alongside soldiering.


1 person marked this as a favorite.

Updated list. Only keeping track of completed entries now (copying the list runs out of space, so it now requires remaking it as it gets updated).

If I missed anything, I do apologize. But I think that this is now properly updated.

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Very happy to see TheWaskally's submission. To put my bias in the open, I hope we both get chosen. :)

For Kurgan himself, I did some light editing. He has the trait Accelerated Drinker: "You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand."

These work alongside 2x Speed Sheathes: "This sheath is designed to be strapped around your forearm, but it is too bulky to be hidden under a long sleeve. It can hold one forearm-length item, such as a dagger, dart, potion, scroll containing a single spell, or wand. As a swift action, you can bend your wrist to cause the sheathed item to drop into your hand (provoking attacks of opportunity as normal for retrieving an item). Placing an item in the sheath is a full-round action that provokes attacks of opportunity. You can wear only one wrist sheath per arm that you have."

He will be keeping potions, one in each sleeve. Haven't nailed down exactly which ones. It just seemed like a neat trick for a brewer to have...even if there are better mechanical uses for a trait.

He also is using this: A spear-shield

This is just a spiked shield. I thought that, given that he has his speed sheathe and bandolier for all of his alcohol, that he'd want a weapon which lets him keep his hands free as much as possible.

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Also, when making this up...if I had a nickel for every dwarf adopted by elves in this recruitment thread, then I'd have two nickels. Which isn't alot, but it's weird that it happened twice.

Envoy's Alliance

I didn't even look at other peoples entries. I just thought it was cool to be adopted by Elves as a Dwarf. Plus, it is a way to get Warrior of Old for +2 init. Now looking at Klien took the same trait. Reactionary, Warrior of Old (elves) and Elven Reflex (half-elves) is the way to get +2 init.
Since +2 init is a popular trait, it isn't all that uncommon.
Now if we were both adopted by Grippli to take Canopy Shooter, that would be uncommon, or highly unlikely we took it for that, this is of course assuming that nobody is intentionally copying each other:
PFS Legal Canopy Shooter [Link]
Source Inner Sea Races pg. 199
Requirement(s) Grippli
Growing up in a dangerous jungle, you learned to take advantage of your mobility relative to larger predators and elusive prey. You gain a +1 trait bonus on ranged weapon damage rolls when you are on higher ground than your target and are within 30 feet.


Glade Wolf wrote:

I didn't even look at other peoples entries. I just thought it was cool to be adopted by Elves as a Dwarf. Plus, it is a way to get Warrior of Old for +2 init. Now looking at Klien took the same trait. Reactionary, Warrior of Old (elves) and Elven Reflex (half-elves) is the way to get +2 init.

Since +2 init is a popular trait, it isn't all that uncommon.
Now if we were both adopted by Grippli to take Canopy Shooter, that would be uncommon, or highly unlikely we took it for that, this is of course assuming that nobody is intentionally copying each other:
PFS Legal Canopy Shooter [Link]
Source Inner Sea Races pg. 199
Requirement(s) Grippli
Growing up in a dangerous jungle, you learned to take advantage of your mobility relative to larger predators and elusive prey. You gain a +1 trait bonus on ranged weapon damage rolls when you are on higher ground than your target and are within 30 feet.

It’s all good, wasn’t a criticism. Just made me think of the meme when I noticed it.

For adopted, my favorite is shield bearer
You have survived many battles thanks to your skill with your shield.

Benefit When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.

If it wasn’t human only I’d take it in a heartbeat. Don’t even know why it is human only with that description…


The requirement isn't merely human, it's Ulfen.

Nethys is allowed the copyrighted flavor text.

Shield Bearer <<< Link


Kurgan Kegstalker wrote:

Updated list. Only keeping track of completed entries now (copying the list runs out of space, so it now requires remaking it as it gets updated).

If I missed anything, I do apologize. But I think that this is now properly updated.

----------

Very happy to see TheWaskally's submission. To put my bias in the open, I hope we both get chosen. :)

For Kurgan himself, I did some light editing. He has the trait Accelerated Drinker: "You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand."

These work alongside 2x Speed Sheathes: "This sheath is designed to be strapped around your forearm, but it is too bulky to be hidden under a long sleeve. It can hold one forearm-length item, such as a dagger, dart, potion, scroll containing a single spell, or wand. As a swift action, you can bend your wrist to cause the sheathed item to drop into your hand (provoking attacks of opportunity as normal for retrieving an item). Placing an item in the sheath is a full-round action that provokes attacks of opportunity. You can wear only one wrist sheath per arm that you have."

He will be keeping potions, one in each sleeve. Haven't nailed down exactly which ones. It just seemed like a neat trick for a brewer to have...even if there are better mechanical uses for a trait.

He also is using this: A spear-shield

This is just a spiked shield. I thought that, given that he has his speed sheathe and bandolier for all of his alcohol, that he'd want a weapon which lets him keep his hands free as much as possible.

----------

Also, when making this up...if I had a nickel for...

OK...Duhwoo make new alias for posting on Paizo -- pursuant to making new character...there are others using "Grumpy", so had to extend name a bit...


Ok, this is Ouachitonian's submission. Ivar enjoys yelling "You Shall Not Pass!" at giants, appearing to be a bearded stone golem, wielding an entire door as a shield, and one-handing a huge freaking spear. But definitely not long walks anywhere. We dwarves are natural sprinters, after all.

From a more OOC perspective, Ivar is a Fighter (Phalanx Soldier)/Paladin (Stonelord). He wears stoneplate, carries a tower shield in one hand and a Dwarven Giant-Sticker in the other. Phalanx soldiers are fun. Plus, the Stonelord archetype incorporates a lot of features of the Stalwart Defender PrC (the old 3.5 Dwarven Defender, essentially) but without the need to multiclass (plus DR/adamantine and fortification! Defenses for days!). Should be a really enjoyable combo for a tanky dwarven frontliner.

I'll fill in some background at some point. Probably.


OK, this stormraven with my renamed and completed White-Haired Witch / Fighter. I do need to double-check some of HeroLab's math but let's call him 99% done.

Personality touching on backstory (brief):
Rye is generally as light-hearted as his faerie dragon companion. He's also an iconoclast. He generally doesn't act like a typical dwarf. He's a trained warrior (at his family's insistence) but his passion is witchcraft, cooking, and brewing... which is the family business. But, again, going against the grain (pun intended) of his family's desires, Rye has no interest in ales, beers, meads, or other dwarfy drinks. No, he is on a quest to brew the perfect whiskey. To avoid bringing dishonor on his family, he has adopted a fictitious name.


updated PathCompanion character sheet .pdf for <GRUMPY>


I built and posted Biruta fairly quickly after this recruitment opened; but with more time to sit and reflect on it, I'm not happy with the character. A Fighter-Cleric gestalt goes together like chocolate and peanut butter, but it's not the class combo for me.

Abadar is soooo boring, maybe the most boring god of them all. So, I tried looking around for other deific and priestly possibilities, and just couldn't find anything that sparked for me within any reasonable parameters of this campaign. So, I threw out the idea and rebuilt Biruta as an Investigator with the Natural Philosopher and Cartographer archetypes, paired with Lore Warden Fighter. She's now sort of a brainy, outdoorsy survivalist who makes a living as a guide and mapmaker in the mountains around Janderhoff.

So, what does she do? Skill Monkey, primarily of the encyclopedia type. Dex for melee, and some archery feats and ranged studied combat for flexibility. Social skills well developed enough to have normal conversations with others and maybe even be persuasive. Nonmagical healing line of feats and herbalism to come.

Why does she do? Revenge in part. She's convince things are getting worse and worse out there, and something must be done. Besides, she's a guide; it's her job.

Where did she come from? The minings camps and settlements up in the mountains. She lost her family in a raid.

I'll expand on those a bit in the character profile when I get a chance. Everything else is done except for some equipment stuff.

Grand Lodge

Wonder if I can whip up a Dwarf Fighter/Alchemist!


From a character progression perspective, I'm going to try to maximize Trip attack effectiveness and number.

With the Lore Warden archetype and a couple of feats, should be able to stay ahead of the CR/CMD curve.

Warpriest of Calistria provides a scaling weapon damage and more feats, which this build can easily soak up. Obviously some divine support.

Possibly ends up with dual whip weilding battlefield control type.

His job is to get the enemy down fast. Essentially, de-buffing. And making them as vulnerable as possible.

I'm thinking it could be a very fun build that offers party support in multiple ways, combat, de-buffing, battlefield control, healing, comedy relief, etc...

Unfortunately, lacking sorely in skill points.


@drbuzzard:

I'm wondering about a few alchemical formulae that aren't from the CRB. Are none/some/all of the following alright to use?

Heightened Awareness

Waterproof

Monkey Fish

Tears to Wine

Thanks!


Biruta Rovelsdam wrote:

@drbuzzard:

I'm wondering about a few alchemical formulae that aren't from the CRB. Are none/some/all of the following alright to use?

Heightened Awareness

Waterproof

Monkey Fish

Tears to Wine

Thanks!

Those all seem reasonable.


Cool! Thanks!


Seems very interesting, brewing up a Dragonheir Scion/Draconic Druid.

Basic story is village attacked by red dragon, she was horribly burned and hated dragons for a long time until she discovered her Drake companion at Janderhoff somehow and now admires their strength (but still hates evil dragons and wants to kill the one that attacked her village).

Two questions about Dragonheir Scion:
1. The archetype itself doesn’t replace the feats at the correct levels, but the PFS Campaign Correction has had a ruling on this. Is it okay to use these correct levels?

PFS wrote:
Page 12—The dragonheir scion gains fearful might at 2nd level. She gains draconic strike and draconic presence at 4th level and 6th level, respectively, replacing the fighter bonus feats she would normally gain at these levels.

2. The archetype grants Arcane Strike as a bonus feat, but doesn’t actually give an effective caster level. I’ve seen people rule both ways: that it was intended to give you the CL to have it scale, and the other side being that it doesn’t. Which way would you rule?

Might have spell permission questions once I get to the druid half, but that’ll be in a bit.


Another question, how does ABP work with natural weapons, especially if we have multiple? (Two claws and a bite in my example)


1. Yes, use the correct levels.

2. Since you're not actually an arcane caster, you're stuck at 1.

ABP has provisions for multiple weapons, you use that.


PSA (maybe) to my fellow applicants:

I've not had much experience with Automatic Bonus Progression (ABP). But it might be worth considering or strategizing starting stats, the regular +1 every 4 levels and the Mental and Physical enhancements from ABP.

I found the enhancements interesting in that they are +2, then +4 (same stat) and then +2 to a second stat. This happened for each Mental and Physical.

So it steps,
+2
+4
+4/+2
+6/+2 or +4/+4

Until I reviewed it, I thought you just kept getting a discrete +2 over and over to use how one wished.

Anyways, most of you may be familiar. But, I hope this helped someone out there.


Thanks for the reminder, Ulfec! I updated Orhoon's character sheet to include ABP.


A question to all you dwarven grognards:

How does one work their way out of the Armor Check Penalty hole... or do we not?

The Lore Warden archetype gives up the Fighter's Armor Training.

Envoy's Alliance

So, a specific trait reduces it by 1. Mithril armor reduces it by 3, but it will take a while to get to that since DM is using progression rules, which means you get less gold.
I don't know of any feats to reduce it.


For a Dex Build.

Masterwork Kikko: 400 gold (+5 armor, +4 Max Dex, -2 ACP)
Armor Expert Trait (-1 ACP)
Nimble (1000 gold) and Armored Kilt (20 gold) (+5 Armor, -0 ACP, +6 Max Dex, counts as heavy armor)

Total cost: 1420 gold.

Can replace Kikko with a breastplate for +6 AC, +5 Max Dex, -1 ACP)

For the future though…

Mithril Plate (-3 ACP)
Armor Expert (-2 ACP)
Nimble (-1 ACP)
Comfort Enchantment (-0 ACP)
Armored Kilt (20 gold)
+9 AC, +5 Max Dex, -0 ACP, Heavy Armor. But very expensive.

Steelbone Frame reduces ACP by 2…but it costs 6k gold.


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Ulfrec Aesgrim wrote:

A question to all you dwarven grognards:

How does one work their way out of the Armor Check Penalty hole... or do we not?

The Lore Warden archetype gives up the Fighter's Armor Training.

Ye glory in it, lad. Flexibility is fer elves. I'd offer ye a high five, but it's more like a mid-level five, my shoulder joint won't twist any farther than that.


Kurgan Kegstalker wrote:

For a Dex Build.

Masterwork Kikko: 400 gold (+5 armor, +4 Max Dex, -2 ACP)
Armor Expert Trait (-1 ACP)
Nimble (1000 gold) and Armored Kilt (20 gold) (+5 Armor, -0 ACP, +6 Max Dex, counts as heavy armor)

Total cost: 1420 gold.

Can replace Kikko with a breastplate for +6 AC, +5 Max Dex, -1 ACP)

For the future though…

Mithril Plate (-3 ACP)
Armor Expert (-2 ACP)
Nimble (-1 ACP)
Comfort Enchantment (-0 ACP)
Armored Kilt (20 gold)
+9 AC, +5 Max Dex, -0 ACP, Heavy Armor. But very expensive.

Steelbone Frame reduces ACP by 2…but it costs 6k gold.

As a fair warning, silly shenanigans like adding a armored kilt to full plate which happens to be mithril for free AC does not sit well with the person choosing characters.


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Mad Marvin wears only his underwear under his Stone plate. It chafes, but he is too busy chasing voices....

Oh, apologies, but Spells is the answer.

Envoy's Alliance

Also, Armored Kilt is banned by PFS, when something is banned by PFS, I ask before using it. If something is banned by PFS, it means it is too powerful.


@ drbuzzard how would you feel about Whirling Hold Feat at about 9th?

I am getting hilarious visuals of him twirling a Frost Giant...lol.


Well when someone asks how something can be done, then anything not banned will be mentioned. Anyways…<motions to kiltless plate>


Mad Marvin Dundlerock wrote:

@ drbuzzard how would you feel about Whirling Hold Feat at about 9th?

I am getting hilarious visuals of him twirling a Frost Giant...lol.

Looks silly, but OK.


drbuzzard wrote:
Mad Marvin Dundlerock wrote:

@ drbuzzard how would you feel about Whirling Hold Feat at about 9th?

I am getting hilarious visuals of him twirling a Frost Giant...lol.

Looks silly, but OK.

Exactly!


@drbuzzard

Is it OK to end up with CHA 6?

Typically, I see the limitation is 8 pre racial adjustment. You didn't mention.

I'd rather not do anything that would auto disqualify my submission.

@Glade Wolf & Kurgan Kegstalker (and
Ouachitonian & others), thanks for the suggestions and humor.


Ulfrec Aesgrim wrote:

@drbuzzard

Is it OK to end up with CHA 6?

That's fine, though if I see someone with a bunch of dump stats I will likely skip them.


(Also, any of you dwarf rejects* that don’t make it into this game might want to level up some and try out for a 10th level all-dwarf Giantslayer currently Recruiting HERE…I make no guarantee about the relative level of beer, or pretzels however…)

* I mean dwarves…who are not successful in this Recruitment. Becoz to say dwarves are rejects…is…notnice. Out loud, anywayz. Just ask Mad Marvin Dundlerock. He was in the other Recruitment…


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Well, I tried drbuzzard, I tried to resist the urge to make a backstory for Brunner. Sadly, I failed. However, I did resist the urge to put it here, instead only posting it on his page. For what it's worth, it's really short.

@ Kurgan Kegstalker, now that I have a backstory for Brunner, would you mind adding a third line for his posting on your wonderful list?

Please add: Raised by Toragdans, they quickly learned Brunner 'Works to the ringing of a different hammer.'

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