JD's Giantslayer AP - Book 2

Game Master Jack Daniels


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The town of Trunau has just barely survived a raid on their town by the orcs of the Twisted Nail Tribe. Perhaps you were in town and helped defend it or you arrived later and heeded the call for heroes from Chief Defender Halgra of the Blackened Blades, the de facto leader of the town. Trunau’s Council of Defenders is worried that the town’s orc troubles are far from over and that another attack on Trunau is imminent in the near future from Grendelsek, the hill giant chieftain of the tribe. The town's militia is required to help defend and rebuild the town. To that end, Halgra asks you to go to Grenseldek’s lair - an abandoned outpost near the River Esk called Redlake Fort — and deal with the giant chieftain and her orc tribe before they can attack Trunau again. Will you heed the call and become the saviors of the town?

I hope that intro hooked you a little. I have played and DMed Book 1 of the AP in several games but never have gotten too far into Book 2. So to make it easier, want to jump in at Book 2 to start and I am looking for steady set of players to make the journey with me. Hope that interests you.

Character creation guidelines:
Sourcebooks allowed: Any source books published before February 2015, including Core Rulebook, GameMastery Guide, Advanced Player’s Guide, Ultimate Magic, Ultimate Combat, Advanced Race Guide, Ultimate Equipment, and Ultimate Campaign.
Level: 4th
Looking for: 4-5 players
Attributes: 20 point buy but no stat under 8 after racial adjustments.
Hit Point Generation: Max at 1st level and half+1 after that
Classes and Archetypes: See list of authorized sources.
Races: Core races only.
Alignment: No evil.
Wealth: 6,000.
Traits: Two traits of your choice, may be a campaign trait.
Background skills in use.

Tell me about your time zone, character's physical appearance, personality, and motivations for assaulting an orc fort led by a giant. Noble heart? Gold? Fame? Something else? Any questions, please let me know.


I'm interested, but I don't know if you saw, just a few hours before you, there was another post for a Giantslayer campaign starting at level 1. It is set to last 2 weeks.

How long are you planning to keep your recruitment open? Also, would it be ok to hold off a submission for characters that didn't make the other campaign?


While book 1 is a lot of fun, I’ve done it before. I’ll gladly throw a dwarf into the ring. If I could add this AP to my list of completed ones it would be incredibly satisfying.

Name: Ulmo Nargrymkin

Race: Dwarf
* Slow and steady, Darkvision, Hardy, Defensive Training (+4 Dodge AC vs Giants), Giant Hunter (+1 hit vs giants and +2 survival to track), Craftsman

Traits:
* Blooded: Desperate battles have honed your fighting skills against the ancient enemies of the dwarves. You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
* Armor Expert: -1 ACP

Class: Infiltrator Ranger
* Favored Enemy Giants (or orcs, haven’t decided yet)
* Trapfinding
* Track
* Wild Empathy
* Adaptation
* Hunter’s Bond: Allies

Build towards skyseeker prestige class, starting lvl8 and going to 17

Stats:
Str 15 (7 pts) +1 (lvl4) = 16
Dex: 13 (3 pts)
Con: 14 (5 pts) +2 (Race) = 16
Int: 10
Wis: 14 (5pts) +2 (Race) = 16
Cha: 10 -2 (Race) = 8

Feats:
Lvl 1: Shield Focus
Lvl 2 RCS: Power Attack
Lvl 3: Shield Brace
* Eventually build into Dwarven Hatred Style

Skills:
* Intimidate: +6
* Perception: +10
* Survival: +10
* Stealth: +8
* Knowledge Nature: +7
* Knowledge Dungeoneering +7
* Knowledge Geography: +7
* Profession Blacksmith: +12

Equipment:
* Agile Breastplate +1 (1550)
* MW Dwarven Giant Sticker (325)
* MW Dwarven Waraxe (330)
* Heavy Shield +1 (1165)
* Ring of Protection +1 (2000)
* MW backpack with fighter’s kit (107)
* MW Stealth Tools (specialized boots) and MW Smith Tools
* 421 gold

Background:

4076 AR
Nargrym Steelhand, a fabled dwarven giantslayer from Janderhoff, is murdered by his squire Lokmorr Edergun and buried along with his armor, weapons, and magical prosthetic hand in a tomb in the Mindspin Mountains

Ulmo is a descended of Nargrym. Having grown up hearing tales of his famous forefather, he has dedicated his life to living up to the expectations of this heritage. He traveled to, and defended Trunau, not because of any love for the humans there. Instead he did so because he saw it as the first step in making a name for himself. His goal is to earn a name for himself. Not as a descendent of the famed Steelhand, but rather as a hero worthy of songs for his own deeds. It is for the same reason that he eagerly agreed to follow through in hunting down the giant and orc menace that still plagued the survivors of the town.

Liberty's Edge

I assume the Feb 2015 was when the AP came out, and thus the sourcebook restriction? But would you consider Unchained - it fixes rogue and monk a lot?


Thank you for the interest.

Venir: LOL..I just saw that. Well, I am sure both threads can attract enough applicants. I was thinking about keeping it open for a week. It depends on how many people apply. 2 weeks is too long.

Grumbaki: I agree, Book 1 is great, but as you said, been there, done that. So want to explore the rest of the AP. Ulmo looks good. Do you have an image in mind? I like picturing characters in my head, when I DM in RL or on the boards.

Karma: Correct, I like to play the AP with the sourcebooks that were available when it was published. But in this instance, I can be accommodating. Unchained classes are allowed.


I am hesitant to apply but my addiction is going to get the better of me

I'll go look at the PG


Profile made. I’ll edit the format and the like to make it look cleaner.

Ulmo in all his glory

Having a huge spear just makes sense to me when fighting giants.


Ignore what's in the profile. But I'll be using the name and idea

Nitrus is a Lavagnome

Miner by profession. Saboteur and explosives expert by calling

Stealth up the wazoo. And enough explosives to be considered a health hazard for everyone close to him


Dot


I've played the first book twice before too. I believe I applied for your game the last time you started it, though I don't think I got in. But the opportunity to play this adventure path with Grumbaki is compelling, as is the idea of skipping past the first part and going right to Giantslaying. ;)

I'll post my dwarf-raised-by-elves Zen Archer monk character here too, and withdraw her from the other game if you choose me.

EDIT: Here's Cíli (pronounced "KY-lee"), elven dwarf (or dwarven elf?).


Almost forever GM in PFS that almost never get the chance to play AP. I would like to play a Half-Elf Master Summoner, and proposing that my summoner would be using Unchained version of the spell list for the sake of balance and sanity (will not object either if you insist using the APG list)

The idea is to use Summon Monster for the fight and eidolon to complement skill checks for the team. So no synthesist shenanigan and no crazy pouncing eidolon abomination, too extreme for my taste.

Will come up with a more detailed character write up in the weekend if I have time. Got too many games to run, *sigh*


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eriktd wrote:

I've played the first book twice before too. I believe I applied for your game the last time you started it, though I don't think I got in. But the opportunity to play this adventure path with Grumbaki is compelling, as is the idea of skipping past the first part and going right to Giantslaying. ;)

I'll post my dwarf-raised-by-elves Zen Archer monk character here too, and withdraw her from the other game if you choose me.

EDIT: Here's Cíli (pronounced "KY-lee"), elven dwarf (or dwarven elf?).

The compelling feeling is mutual :)

Liberty's Edge

I've played through book 1 before, so I'll throw an app at this. The giant hunters handbook was published in 14, so I'll roll up a Goliath druid.


Behold: Goliath.
I'll probably take a level of ranger for Shapeshifting Hunter at level 5. Otherwise probably stay drood.

Goliath:

Goliath.

Just shy of seven-foot-tall and four hundred pounds, Goliath lives up to his name. Built like a strongman, many battle scars crisscross his tanned skin, the most notable being a wide, jagged scar that runs horizontally across his gut. His eyes are pale brown and his shaggy hair and beard black. He carries an earthbreaker, the signature weapon of the shoanti. His clothing is mostly the traditional leather clothing of his people: breechcloth, leggings, and moccasins. He generally goes topless unless donning his imposing dragonhide armor. Goliath is pondering and careful. It is easy to break things when you are as large as he is, and he is surprisingly gentle and slow to anger. His voice is gravely and deep.

Goliath is a shoanti druid of the Uleyov Shadde-Quah - the Wandering Axe Clan, born to Abey and Oakden. Taller and heavier than anyone else in the clan by the time he was twelve, Goliath was a much-needed addition to the clans’ warriors. He also had a penchant for druidic magic. The Uleyov Shadde-Quah wandered the northwestern Eye of Dread region, trying to eke out a living in areas either too hostile for soft peoples or too barren to support larger groups, never staying in one place for more than a few weeks. Stolid survivors of the hostile land they oft clashed with giants and orcs alike. It was in these conflicts where Goliath came into his own, harnessing druidic powers to match the giants in size and overpower orcs in strength. The tribe rarely settled for long, ever searching for something known only to the clans leader, Atsila. The most common place they might stay was just outside the walls of the centrally located Trunau. The clan became known to the town, and all were friendly enough. The Trunau natives certainly did not mind the buffer against the marauding orcs when the clan was camped nearby. Goliath once slew a dragon and to this day he wears its scales as armor.

Eventually Goliath wed a local girl, Aiyana, a human shaman. The Shadde-Quah enjoyed the injection of outsider blood into the clan. She longed to see more of the world and left Trunau to wander with her new family. The couple had three children: Ahiga, now on the cusp of adulthood, is eager to join in the fight against the giants and orcs, and Alona and Wildcat, twelve-year-old twin girls. Serendipity smiled on Trunau as the Uleyov Shadde-Quah was camped nearby when the Belkzen orcs attacked. Luckier still are they that Goliath is quite interested in this giant chieftain of which there is so much talk...

Stats:

Male human (Shoanti) druid (goliath druid) 4
NG Medium humanoid (human)
Init +0; Senses Perception +9
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19 (+9 armor)
hp 39 (4d8+16)
Fort +7, Ref +2, Will +7; +1 trait bonus vs. fear, +4 vs. spell-like and supernatural abilities of giants
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 earth breaker +8 (2d6+7/×3)
Special Attacks destructive smite (+2, 5/day), wild shape 1/day
Druid (Goliath Druid) Spells Prepared (CL 4th; concentration +6)
. . 2nd—barkskin (2), bull's strength[D], bull's strength
. . 1st—longstrider (2), thunderstomp[ACG] (2), true strike[D]
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 12)
. . D Domain spell; Domain Destruction (Rage domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 15, Int 10, Wis 15, Cha 9
Base Atk +3; CMB +7; CMD 17 (19 vs. awesome blow)
Feats Heavy Armor Proficiency, Power Attack, Toughness
Traits giant-blooded, shoanti tattoo
Skills Acrobatics -6 (-10 to jump), Climb +5, Handle Animal +4, Knowledge (geography) +5, Knowledge (nature) +7, Linguistics +4, Perception +9, Survival +9, Swim +5
Languages Common, Draconic, Druidic, Giant, Orc, Shoanti, Varisian
SQ face nature's might, nature bond (Rage domain[APG]), primal bond, primal empathy, primal size, primal summons, trackless step, wild empathy +4, woodland stride
Other Gear +1 dragonhide half-plate, +1 earth breaker[UE], cloak of resistance +1, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 146 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Destructive Smite +2 (5/day) (Su) Make a melee attack with morale bonus to damage.
Druid (Goliath Druid) Domain (Rage) Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not been implemented yet.
Face Nature's Might (Ex) +4 to saves vs. spell-like and supernatural abilities of giants.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.


Interesting, as others have said I've played Book one. Very keen to play the rest.

I've noticed a lack of Arcane so I'll build an Arcanist, they're magically flexible and have all the Knowledge skills.


DBH here, I had some free time so here is Penny Foundling.

Penny Foundling Crunch:

Penny Foundling

Female Tiefling (Daemon-Spawn) arcanist 4, NG medium outsider (native)

Init +3; Senses Darkvision (60 ft.), Perception +6,

Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant, Infernal, Orc

AC 14, touch 14, flat-footed 11, hp 26 (4HD)

Fort +3, Ref +5, Will +5, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Resistances Cold 5, Electricity 5, Fire 5,

Speed 30 ft. (6 squares)

Ranged light crossbow +5 (1d8/19-20), within 30 ft. +6 (1d8+1)
Melee masterwork silver dagger +3 (1d4-1/19-20)
Ranged masterwork silver dagger (thrown) +6 (1d4/19-20), within 30 ft. +7 (1d4)
Melee cold iron dagger +2 (1d4/19-20)
Ranged cold iron dagger (thrown) +5 (1d4+1/19-20), within 30 ft. +6 (1d4+1)

.
Base Atk +2; CMB +2; CMD 16

Special Actions Arcane Reservoir (5/7), Arcanist Exploits, Consume Spells (1/day),

Prepared Spells Prepared Spell List
Arcanist (CL 4th):
2nd - scorching ray
1st - gravity bow (DC ) , mage armor (DC 15) , magic missile
0th - dancing lights , detect magic , ghost sound (DC 14) , mage hand , prestidigitation (DC 14) , spark (DC 14)
Racial Spell-Like Abilities: death knell ( DC 13, 1/Day)

Abilities Str 11, Dex 16, Con 12, Int 18, Wis 10, Cha 12

Special Qualities Arcanist Spells Prepared, Cantrips, Dimensional Slide, Fiendish Resistance, Fiendish Sorcery, Skilled, Sonic Blast, Spell-Like Ability, Weapon and Armor Proficiency,

Feats Point-Blank Shot, Precise Shot

Skills
Acrobatics +3,
Appraise +8,
Bluff +1,
Craft (Calligraphy) +9,
Craft (Painting) +9,
Diplomacy +1,
Disguise +1,
Escape Artist +3,
Fly +7,
Intimidate +1,
Knowledge (Arcana) +11,
Knowledge (Dungeoneering) +8,
Knowledge (Engineering) +8,
Knowledge (Geography) +8,
Knowledge (History) +8,
Knowledge (Local) +8,
Knowledge (Nature) +8,
Knowledge (Nobility) +8,
Knowledge (Planes) +8,
Knowledge (Religion) +8,
Linguistics(Giant, Orc) +9,
Perception +6,
Profession (Cook) +7,
Ride +3,
Spellcraft +11,
Stealth +3,
Use Magic Device +5,

Possessions ring of protection +1; traveler's outfit; cloak of resistance +1; traveler's any-tool; cold iron dagger; spellbook; Light Crossbow ; Handy Haversack [ Cooking Kit; Gear Maintenance Kit; Grooming Kit; Mess Kit; Survival Kit (Masterwork); Scrivener's Kit; Winter Blanket; Bedroll; Coffee Pot; Paper (x8); Silk Rope (50 ft.); Shovel; Waterproof Bag (x2); Oldlaw Whiskey (Bottle); Coffee (Cup) (x20); Trail Ration (x8); Crossbow Bolts (10) (x2); Cold Iron Bolt (x2); ]; Waterproof Bag ; Belt Pouch [ Ink; Sewing Needle; Soap; String (50 ft.); ]; Hip Flask ; Canteen ; Wrist Sheath, Spring Loaded [ Masterwork Silver Dagger; ];
Spellbook

Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 7 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 5. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 13

Arcanist Spells Prepared Spell slots per day - 1st = 5, 2nd = 3, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0

Cantrips You can prepare 6 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Daemon-Spawn (Grimspawn) Enthralled by death and appearing ill and malnourished even if healthy, these tieflings are tied to the daemons of Abaddon.

Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 40 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.

Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma scores as 2 points higher for the purposes of all sorcerer class abilities.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skilled Grimspawn have a +2 racial bonus on Disable Device and Sleight of Hand checks.

Sonic Blast (Su) The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals 2d6+1 sonic damage. The target is also deafened for 1 minute. The target can attempt a Fortitude save (DC 13) to halve the damage and negate the deafness.

Spell-Like Ability Grimspawn gain death knell as a spell-like ability.

Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail

Very basic at the moment, a orphan who skulks around Belkzen searching for old ruins and tombs to explore and loot of anything valuable she can find.

She was in Trunau when the attack happened and helped with the defense. Hearing about a group being sent to deal with the giants she volunteered .

Both because she thinks there might be some good loot, and because skulking around Belkzen is a lot easier without large, organized groups of nasties in the area.

She also is inclined to want to help, but it's a very new feeling for her. :)

Her background skills are Craft Calligraphy & Painting as she sketches the areas she finds, and copies any writings she can see to sell to interested groups.

She also took Profession cook so she can have edible food while she's out in the wilds.

Any problems or questions let me know.


I'm interested, but big question - have we taken part in the events of book 1? One of the things I've always loved about Giantslayer is Aggrimosh and the chance to play a 'blacksmith who has to take up a larger role with his trusty hammer' vibe. Kinda Perrin from Wheel of Time (except with less wolf).

So would Aggrimosh be available and if so, how does that impact on my wealth? :) I'd almost certainly take this feat and look to pump out some items if there's time during the campaign.

Mechanics-wise would be something full melee with no magic of his own - just a guy with some exceedingly well made gear and a big hammer!

P.S. turns out I played in a game you were running with the same concept back in 2019! Here's to hoping this one last a bit longer.

P.P.S how does the source books work for classes like Fighter, who have always existed but got more options later on? Could I take things like Advanced Armor/Weapons training or not because they weren't in books released at the time?

Liberty's Edge

Oof. No AWT is rough for fighters. I have a brawler/1 fighter/8 and the AWT Feats are amazing to flex into as needed.


Here is my submission Dolgrym Giantfoe. He has played in 3 campaigns that all ended, and made it to the end once,TPK. He would love to continue on and see how the rest of the AP goes. He is a Divine Tracker Ranger.


Rechecking and I spotted the Core races only. So here is Penny adjusted for Half-elf.

Penny:

PENNY FOUNDLING

Female Half-Elf (Kellid) arcanist 4, NG medium humanoid (elf, human)

Init +2; Senses Low-Light Vision, Perception +8,

Languages Common, Draconic, Dwarven, Elven, Giant, Hallit, Infernal, Orc

AC 13, touch 13, flat-footed 11, hp 26 (4HD)

Fort +3, Ref +4, Will +6, +2 racial saving throw bonus against enchantment spells and effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Immunities Sleep,

Speed 30 ft. (6 squares)

Ranged crossbow, light +4 (1d8/19-20), within 30 ft. +5 (1d8+1)
Melee masterwork silver dagger +3 (1d4-1/19-20)
Ranged masterwork silver dagger (thrown) +5 (1d4/19-20), within 30 ft. +6 (1d4)
Melee cold iron dagger +2 (1d4/19-20)
Ranged cold iron dagger (thrown) +4 (1d4+1/19-20), within 30 ft. +5 (1d4+1)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +2; CMB +2; CMD 15

Special Actions Arcane Reservoir (5/7), Arcanist Exploits, Consume Spells (1/day),

Prepared Spells Prepared Spell List
Arcanist (CL 4th):
2nd - scorching ray
1st - gravity bow (DC ) , mage armor (DC 15) , magic missile
0th - dancing lights , detect magic , ghost sound (DC 14) , mage hand , prestidigitation (DC 14) , spark (DC 14)

Abilities Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 12

Special Qualities Adaptability, Arcanist Spells Prepared, Cantrips, Dimensional Slide, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Sonic Blast, Weapon and Armor Proficiency,

Feats Point-Blank Shot, Precise Shot, Skill Focus (Knowledge (Arcana))

Skills:
Acrobatics +2,
*Appraise +8,
Bluff +1,
*Craft (Calligraphy) +9,
*Craft (Painting) +9,
Diplomacy +1,
Disguise +1,
Escape Artist +2,
*Fly +6,
Heal +1,
Intimidate +1,
*Knowledge (Arcana) +14,
*Knowledge (Dungeoneering) +8,
*Knowledge (Engineering) +8,
*Knowledge (Geography) +8,
*Knowledge (History) +8,
*Knowledge (Local) +8,
*Knowledge (Nature) +8,
*Knowledge (Nobility) +8,
*Knowledge (Planes) +8,
*Knowledge (Religion) +8,
*Linguistics(Giant, Orc) +9,
*Perception +8,
*Profession (Cook),
Ride +2,
Sense Motive +1,
*Spellcraft +11,
Stealth +2,
Survival +1,
*Use Magic Device +5,

Possessions ring of protection +1; cloak of resistance +1; traveler's any-tool; cold iron dagger; spellbook; Crossbow, Light ; Handy Haversack [ Cooking Kit; Gear Maintenance Kit; Grooming Kit; Mess Kit; Survival Kit (Masterwork); Scrivener's Kit; Blanket, Winter; Bedroll; Coffee Pot; Paper (x8); Rope, Silk (50 ft.); Shovel; Waterproof Bag (x2); Oldlaw Whiskey (Bottle); Coffee (Cup) (x20); Rations, Trail (x8); Bolts, Crossbow (10) (x2); Cold Iron Bolt (x2); ]; Waterproof Bag ; Pouch, Belt [ Ink, 1 oz. Vial; Sewing Needle; Soap; String (50 ft.); ]; Hip Flask ; Canteen ; Wrist Sheath, Spring Loaded [ Masterwork Silver Dagger; ];
Spellbook

No Racial Subtype You have chosen no racial subtype.

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 7 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 5. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 13

Arcanist Spells Prepared Spell slots per day - 1st = 5, 2nd = 3, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0

Cantrips You can prepare 6 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 40 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Sonic Blast (Su) The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals 2d6+1 sonic damage. The target is also deafened for 1 minute. The target can attempt a Fortitude save (DC 13) to halve the damage and negate the deafness.

Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail


GM, this is a feat from ultimate campaign. Could Ulmo take it? With the nemesis being your choice for any NPC with a big enough grudge against the Nargrym bloodline?

Liberty's Edge

Well, didn't take any unchained things after all... I was considering unchained rogue for the vexing dodger, but didn't go there. Instead: a koaning bard (buff / debuff).

----------------------
GOT A GIANT PROBLEM!?

Are your flowerbeds getting stepped on by oversized feet? Your cattle eaten?

Your villages raided by the giantkin?

What you need, sir, is a giant-whisperer!

For generations, the Sprinkle family has dealt with the colossal kind. Hostage situations, interrogations, peaceful negotiations! All your giant-aversion needs served.

Ask for Gorman Sprinkle at the Ramblehouse.
----------------------

Gorman Sprinkle:

Gorman Sprinkle
Male gnome bard (prankster) 2/ninja 2 (Pathfinder RPG Advanced Race Guide 35, Pathfinder RPG Ultimate Combat 13)
CG Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 35 (4d8+12)
Fort +4, Ref +9, Will +4; +2 vs. illusions, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee longspear +2 (1d6-1/×3)
Ranged mwk shortbow +6 (1d4-1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks bardic performance 12 rounds/day (countersong, distraction, inspire courage +1, mock [DC 15]), hatred, sneak attack +1d6
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Bard (Prankster) Spells Known (CL 4th; concentration +8)
. . 1st (3/day)—grease, hideous laughter (DC 15), saving finale[APG] (DC 15)
. . 0 (at will)—detect magic, ghost sound (DC 15), mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 16, Int 13, Wis 10, Cha 18
Base Atk +2; CMB +0; CMD 12
Feats Bewildering Koan, Flagbearer[ISWG]
Traits excitable, magical knack
Skills Acrobatics +6 (+2 to jump), Bluff +11, Craft (alchemy) +7, Diplomacy +11, Disable Device +11, Linguistics +6, Perception +9, Perform (sing) +11, Sleight of Hand +9, Stealth +13, Use Magic Device +10; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Giant, Gnome, Goblin, Orc, Sylvan
SQ bardic knowledge +1, gnome magic, ki pool (5 points), ninja trick (vanishing trick[UC]), poison use, versatile performance (sing)
Combat Gear wand of mage armor (50 charges); Other Gear +1 buckler, longspear, mwk shortbow, cloak of resistance +1, handy haversack, masterwork thieves' tools, wrist sheath, spring loaded (2), 650 gp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 12 rounds/day) Your performances can create magical effects.
Bewildering Koan Swift, use 1 ki, foe loses next action or you gain +2 dam for 1 rd on a Bluff chk.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Flagbearer Grant bonuses to allies who see your flag.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 2 rounds.
Versatile Performance (Singing) +11 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

No profile or image yet, but I'll work on it.
I am posting from UTC+3 timezone, if that matters.


Forgot time zone. I am in the Eastern Time zone. I think everything else is in the profile.


I missed it as well. GMT +12 at the bottom of the world here. :)


im interested

Ruby RedHat
A gnome Investigator

Small All in red rides a dog, Thinks he is a great detective

More to come
GMT+0


Back to answer questions:

Nikolaus: With regard to the events of Book I, I am keeping it general that, if you wish, your character participated in the defense of the town. The party will find Aggrimosh later in the campaign, so no player will start with it. This game should last longer. All class features, feats and archetypes have to comply with the Feb. 2015 rule.

Ulmo: Nemesis is available. If you take it, I can come up with an NPC antagonist.


Wonderful! I’ll certainly take it. And I’m checking to make sure no options were published too late.


Just so we can see who is bringing what.

Putting up only the entries with character sheets.

Grumbaki - Ulmo Nargrymkin - Dwarf Infiltrator Ranger.
Crisischild - Goliath - Human Goliath Druid.
DBH - Penny Foundling - Half-elf Arcanist.
Trawets71 - Dolgrym Giantfoe - Dwarf Divine tracker Ranger.
-Karma- - Gorman sprinkle - Gnome Bard (Prankster) 2/Ninja 2.


1 person marked this as a favorite.
Penny Foundling wrote:

Just so we can see who is bringing what.

Putting up only the entries with character sheets.

Grumbaki - Ulmo Nargrymkin - Dwarf Infiltrator Ranger.
Crisischild - Goliath - Human Goliath Druid.
DBH - Penny Foundling - Half-elf Arcanist.
Trawets71 - Dolgrym Giantfoe - Dwarf Divine tracker Ranger.
-Karma- - Gorman sprinkle - Gnome Bard (Prankster) 2/Ninja 2.

Missing Cili the dwarven Zen Archer Monk.

Also, and this is totally on me for updating the profile without telling anyone...I went with infiltrator and divine tracker ranger.


Thanks Ulmo. I added the prospective characters as well to make things clearer.

Complete:
Grumbaki - Ulmo Nargrymkin - Dwarf Divine tracker/Infiltrator Ranger.
erictd - Cili - Dwarf(adopted: Elf) - Monk (Qinggong Monk / Zen Archer)
Crisischild - Goliath - Human Goliath Druid.
DBH - Penny Foundling - Half-elf Arcanist.
Trawets71 - Dolgrym Giantfoe - Dwarf Divine tracker Ranger.
-Karma- - Gorman sprinkle - Gnome Bard (Prankster) 2/Ninja 2.

Possibles:
Seth86 - Nitrus Shortspark - Lava gnome alchemist (grenadier) Needs to be leveled up.
Colin Mercer - ???? - Half-elf master Summoner.
Johnny Panic _ Ruby Redhat - Gnome Investigator. No crunch yet.

No Clerics yet? Goliath is the nearest to a healer.


If love to make a centaur (race builder one) cleric/shaman, even if it's prob Cr+1 :P


Seth86 wrote:
If love to make a centaur (race builder one) cleric/shaman, even if it's prob Cr+1 :P

The part in the original post saying Core Races Only seems to disallow that.


I know. That's why I currently have a gnome alchemist. Doesn't mean I can't voice healer idea :P


All right, here is my submission.

I figure Giantslayer is a nice opportunity to go with an evoker, given giants are big and slow, which will mean a lower Reflex save and touch AC.

I am starting with a few scrolls that I have scribed myself. If that is not allowed, let me know and I'll remove them.

Character sheet:

STR 8, DEX 18, CON 10, INT 19, WIS 10, CHA 10

Male Elf
Medium Size
LG Wizard (evoker/admixture) 1
BaB +2
Init +4; Senses: Perception +0, Sense Motive +0, Low-Light vision
CMB +1 (2BaB -1str)
CMD 15 (2BaB -1str +4dex)
Favored Class Wizard
FC bonus: +4 skill point

Defense
AC 14, touch 14 flat-footed 10 (+4 Dex) (add 2 vs giants)
HP 18 (6 + 12 (4*3 Wiz))
Fort +2 (+1 base +1 resistance)
Ref +6 (+1 base +4 Dex +1 resistance)
Will +5 (+4 base +0 Wis +1 resistance)

Offense
Speed 30 ft
Ranged touch attack +6 (add 1 vs orc subtype) (Add +1/+1 from PBS)
Space 5 ft, Reach 5 ft

Arcane magic
CL 4
Concentration (CL + Int + trait): +10
Arcane bond: ring
Specialization school: Evocation
Opposed schools: Divination, Necromancy

DC: 14+spell level

Level (slots/day): prepared + specialization slot
Cantrips (4): Daze, Dancing Lights, Detect Magic, Read Magic
1 (4+1): Burning Hands, Grease, Obscuring Mist, Silent Image + Burning Hands
2 (3+1): Glitterdust, Fire Breath, Flaming Sphere + Fire Breath

Spellbook:
Cantrip: (All)
Level 1: Burning Hands, Endure Elements, Feather Fall, Grease, Mage Armor, Magic Missile, Obscuring Mist, Silent Image, Shield
Level 2: Animal Aspect, Glitterdust, Fire Breath, Flaming Sphere

Evocation (admixture) powers
Intense Spells (Su):
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Versatile Evocation (Su):
When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Traits:
Trained by dwarves
Focused mind

Feats:
Lvl 1 - Point Blank Shot
Wizard - Scribe Scrolls
Lvl 3 - Precise Shot

Skills:
Knowledge (arcana) +11 (4 Ranks +4 Int +3 CS)
Knowledge (dungeoneering) +11 (4 Ranks +4 Int +3 CS)
Knowledge (local) +11 (4 Ranks +4 Int +3 CS)
Knowledge (nature) +11 (4 Ranks +4 Int +3 CS)
Knowledge (religion) +11 (4 Ranks +4 Int +3 CS)
Knowledge (planes) +11 (4 Ranks +4 Int +3 CS)
Spellcraft +11 (4 Ranks +4 Int +3 CS)

Background skills:
Knowledge (geography) +11 (4 Ranks +4 Int +3 CS)
Knowledge (history) +11 (4 Ranks +4 Int +3 CS)

Languages: Common, Elven, Dwarven, Draconic, Orc, Giant

Equipment:
Wealth: 174gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch
Magical items
Cloak of resistance +1
Pearl of power (lvl 1) x2
Bag of holding type I
Scrolls
Endure elements x8
Feather fall x8
Mage armor x8

Background:

Melanford Enari was born in an important elven family of warriors. Those who haven't grown to be warriors became warmages. It was obvious that Melanford was going to become a mage as well and he studied hard for it.

He clashed with his teachers often and was often a headache in class, mostly because his fellow students were always approaching the lessons with a free mind, while he like things to the letter. It came to a point where his main tutor told him "If you are so rigid, I'll send you to the right school." Melanford thought he'd be sent to another elven school, but instead he was sent to study with the dwarves.

Rather than be bitter about it, Melanford embraced the lessons. Some of the dwarves did try to bully and tease him, but quickly realized he wasn't bothered at all, and even used this as an opportunity to learn from their culture. They stopped, a little annoyed by the elf's resolve to prove himself.

Melanford was helping guard a dwarven caravan that was going through Trunau when the orcs attacked. Many of the dwarves stayed to help with the defense, and so did he. Now the town was safe, but the elf realized that more trouble was coming.


Thanks for the clarification JD.

Another question I'm afraid. Given that we're lacking a healer I'm looking at a Hospitaler Paladin. Would you allow me to combine that with the Chosen One archetype? Chosen One has the perfect story vibes for this I think and hospitaler seems like it would be helpful.

I'd suggest that we use the slowed smite progression from Hospitaler and maybe say that the familiar can only use LoH for Lay On Paws - just to avoid confusion with the hospitalers channeling?

If you'd prefer I don't I'll just pick one. :)


Thank you Ulmo and Penny for the list of applicants chart. It helps make my life easier.

Nik: I'd prefer you pick just one.


Nikolaus de'Shade wrote:

Thanks for the clarification JD.

Another question I'm afraid. Given that we're lacking a healer I'm looking at a Hospitaler Paladin. Would you allow me to combine that with the Chosen One archetype? Chosen One has the perfect story vibes for this I think and hospitaler seems like it would be helpful.

I'd suggest that we use the slowed smite progression from Hospitaler and maybe say that the familiar can only use LoH for Lay On Paws - just to avoid confusion with the hospitalers channeling?

If you'd prefer I don't I'll just pick one. :)

Don’t know if it is allowed, but…Variant Multiclassing.

Oracle

A character who chooses oracle as her secondary class gains the following secondary class features.

Mystery: At 1st level, she must select a mystery. She never qualifies for the Extra Revelation feat.

Curse: At 1st level, she must select a curse. She gains all effects of the curse, treating her effective oracle level as equal to 1/2 her character level.

Revelation: At 3rd level, she gains one of the following revelations from the list of those available to her mystery as an oracle of her character level – 6 (minimum 1). She must have an effective oracle level high enough to select the revelation.

Life: Channel, delay affliction, energy body, enhanced cures, healing hands, life link, lifesense, safe curing, spirit boost.

Orison: At 7th level, if she has a Charisma score of 10 or higher, she chooses an oracle orison to cast as a spell-like ability at will. She uses her character level as the caster level and Charisma as the orison’s key ability score.

Curse Focus: At 11th level, she adds 5 to her effective oracle level for the purposes of determining her curse’s effects.

Improved Revelation: At 15th level, she gains one additional revelation.

Greater Revelation: At 19th level, she gains one additional revelation.

————

It would cost your lvl 3, 7, 11, 15 and 19 feats. But it gives you channeling, plus two more revelations (eventually). Also needs a curse, but those can be very thematic.


No problems JD. I've run a few recruitments myself and know how keeping track of the applicants can be difficult.

Complete:
Grumbaki - Ulmo Nargrymkin - Dwarf Divine tracker/Infiltrator Ranger.
erictd - Cili - Dwarf(adopted: Elf) - Monk (Qinggong Monk / Zen Archer)
Crisischild - Goliath - Human Goliath Druid.
DBH - Penny Foundling - Half-elf Arcanist.
Trawets71 - Dolgrym Giantfoe - Dwarf Divine tracker Ranger.
-Karma- - Gorman sprinkle - Gnome Bard (Prankster) 2/Ninja 2.

Possibles:
Seth86 - Nitrus Shortspark - Lava gnome alchemist (grenadier) Needs to be leveled up.
Colin Mercer - ???? - Half-elf master Summoner. No details yet.
Johnny Panic - Ruby Redhat - Gnome Investigator. No crunch yet.
Veniir - Melanford Enari - Wizard (evoker/admixture) Needs to be leveled up.

Still no Healers? Where is the love?


For everyone's convenience, HERE is a list of PF books, that is sortable by date of publication...


Penny Foundling wrote:
Veniir - Melanford Enari - Wizard (evoker/admixture) Needs to be leveled up.

Hi, I'm an idiot. I did the entire character as lvl 4, but I wrote 1 in the header. Here is the reposted character for easier linking.

Character sheet:

STR 8, DEX 18, CON 10, INT 19, WIS 10, CHA 10

Male Elf
Medium Size
LG Wizard (evoker/admixture) 4
BaB +2
Init +4; Senses: Perception +0, Sense Motive +0, Low-Light vision
CMB +1 (2BaB -1str)
CMD 15 (2BaB -1str +4dex)
Favored Class Wizard
FC bonus: +4 skill point

Defense
AC 14, touch 14 flat-footed 10 (+4 Dex) (add 2 vs giants)
HP 18 (6 + 12 (4*3 Wiz))
Fort +2 (+1 base +1 resistance)
Ref +6 (+1 base +4 Dex +1 resistance)
Will +5 (+4 base +0 Wis +1 resistance)

Offense
Speed 30 ft
Ranged touch attack +6 (add 1 vs orc subtype) (Add +1/+1 from PBS)
Space 5 ft, Reach 5 ft

Arcane magic
CL 4
Concentration (CL + Int + trait): +10
Arcane bond: ring
Specialization school: Evocation
Opposed schools: Divination, Necromancy

DC: 14+spell level

Level (slots/day): prepared + specialization slot
Cantrips (4): Daze, Dancing Lights, Detect Magic, Read Magic
1 (4+1): Burning Hands, Grease, Obscuring Mist, Silent Image + Burning Hands
2 (3+1): Glitterdust, Fire Breath, Flaming Sphere + Fire Breath

Spellbook:
Cantrip: (All)
Level 1: Burning Hands, Endure Elements, Feather Fall, Grease, Mage Armor, Magic Missile, Obscuring Mist, Silent Image, Shield
Level 2: Animal Aspect, Glitterdust, Fire Breath, Flaming Sphere

Evocation (admixture) powers
Intense Spells (Su):
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Versatile Evocation (Su):
When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Traits:
Trained by dwarves
Focused mind

Feats:
Lvl 1 - Point Blank Shot
Wizard - Scribe Scrolls
Lvl 3 - Precise Shot

Skills:
Knowledge (arcana) +11 (4 Ranks +4 Int +3 CS)
Knowledge (dungeoneering) +11 (4 Ranks +4 Int +3 CS)
Knowledge (local) +11 (4 Ranks +4 Int +3 CS)
Knowledge (nature) +11 (4 Ranks +4 Int +3 CS)
Knowledge (religion) +11 (4 Ranks +4 Int +3 CS)
Knowledge (planes) +11 (4 Ranks +4 Int +3 CS)
Spellcraft +11 (4 Ranks +4 Int +3 CS)

Background skills:
Knowledge (geography) +11 (4 Ranks +4 Int +3 CS)
Knowledge (history) +11 (4 Ranks +4 Int +3 CS)

Languages: Common, Elven, Dwarven, Draconic, Orc, Giant

Equipment:
Wealth: 174gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch
Magical items
Cloak of resistance +1
Pearl of power (lvl 1) x2
Bag of holding type I
Scrolls
Endure elements x8
Feather fall x8
Mage armor x8

Background:

Melanford Enari was born in an important elven family of warriors. Those who haven't grown to be warriors became warmages. It was obvious that Melanford was going to become a mage as well and he studied hard for it.

He clashed with his teachers often and was often a headache in class, mostly because his fellow students were always approaching the lessons with a free mind, while he like things to the letter. It came to a point where his main tutor told him "If you are so rigid, I'll send you to the right school." Melanford thought he'd be sent to another elven school, but instead he was sent to study with the dwarves.

Rather than be bitter about it, Melanford embraced the lessons. Some of the dwarves did try to bully and tease him, but quickly realized he wasn't bothered at all, and even used this as an opportunity to learn from their culture. They stopped, a little annoyed by the elf's resolve to prove himself.

Melanford was helping guard a dwarven caravan that was going through Trunau when the orcs attacked. Many of the dwarves stayed to help with the defense, and so did he. Now the town was safe, but the elf realized that more trouble was coming.


Comming


Ulmo Nargrymkin wrote:
Don’t know if it is allowed, but…Variant Multiclassing.

Thanks to Pad300 and his list I can confirm that Pathfinder Unchained (and therefore VMC) came out in April 2015, so it misses the deadline. JD allowed the unchained classes but I'm going to assume its a no on VMC. That said paladin's can do a pretty good job on healing regardless, and there's always Oradin!

Chosen One paladin to start I think - makes the most sense storywise. I'll work on it. :)

Also: drawbacks or not? Something like 'Headstrong' is feeling quite appropriate.

RPG Superstar 2009 Top 16

Was there a cutoff date mentioned?


I am hereby withdrawing. Have fun folks! Enjoy!


Mark Thomas 66 wrote:
Was there a cutoff date mentioned?

JD said a week, so presumably tomorrow.

In other news, I made a slight change to Goliath. Instead of druid 4/ ranger 1/ druid x, I'm doing ranger 1/ druid x, which saves me from needing to use a trait for weapon proficiency. So he's Ranger 1/ Druid 3 now.


I would like to throw in my hat with Garrett Goodbarrel.

Background:
Garret is an average sized halfling. He is clean shaven and has blonde hair with blue eyes. He has learned to blend into the background and often goes unnoticed as he moved about Vigil.

Garret was apprenticed to a dwarven merchant company called Thren's Goods. He learned much about understanding an items value and trade from working with the merchants. As he grew older, he started joining in on some of the wagon trains that helped bring goods from Vigil to other towns and castles in the area.

Recently, a group of rogues have been trying to get Garrett to turn on the dwarves and when he mentioned it to the dwarves they seemed suspicious of him. Concerned by this turn of events, Garret and a dwarven friend named Bjorn Thren decided it was time for a change of scenery and headed to Trunau to see if their skills with locks and merchandise might provide a good life in the small town.

In the attack on Trunau, Bjorn was killed and Garrett decided that some vengence needed to happen at the loss of his friend. When an expedition to go and find those responsible was called for, Garrett stepped forward to offer and help find and deal with the foul attackers.

What Does Garrett Do?:
Garret is a sniper rogue. He is skilled at finding and handling traps. He is also very stealthy and has focused on Sniping in combat. This means that he can stay hidden while shooting in combat. Between his Rogue Talent (Superior Sniper) and the Improved Sniping Feat Garrett has no penalty to Stealth checks while Sniping so it is very likely to work. In Urban areas (buildings, streets or sewers) he can hide in normal or shadowy light without needing anything to hide behind or concealment. In other terrain, Garrett can hide behind creatures that are at least one size category larger then he is.


Complete:
Grumbaki - Ulmo Nargrymkin - Dwarf Divine tracker/Infiltrator Ranger.
erictd - Cili - Dwarf(adopted: Elf) Monk (Qinggong Monk/Zen Archer)
Crisischild - Goliath - Human Ranger 1/Goliath Druid 3.
DBH - Penny Foundling - Half-elf Arcanist. Looking at taking the White mage archetype
Trawets71 - Dolgrym Giantfoe - Dwarf Divine tracker Ranger.
-Karma- - Gorman sprinkle - Gnome Bard (Prankster) 2/Ninja 2.
Veniir - Melanford Enari - Wizard (evoker/admixture)

Possibles:
Colin Mercer - ???? - Half-elf master Summoner. No details yet.
Johnny Panic - Ruby Redhat - Gnome Investigator. No crunch yet.
Malinor - Garrett Goodbarrel - Halfing Rogue (sniper) No crunch yet.

Still no one filling the Cleric/Oracle. I've looked at the White mage Archetype, helpful but not really a main healer type.

Though with Penny being an orphan scraping by being able to make a little coin with a touch of minor healing would fit her.


Recruitment will close on Friday at 9:00 PM EST.


No divine caster, huh? I'd be more than willing to put in a cleric for this. Likely a Dwarf cleric of Torag, but we'll see. Suggestions?


Penny Foundling wrote:

Complete:

Malinor - Garrett Goodbarrel - Halfing Rogue (sniper) No crunch yet.

Garrett's build is in his Profile.

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