GM JScot - Giantslayer AP

Game Master Jeremy Packer

The Hopeknife Festival is an important coming of age event for the local youths in Trunau, a stubbornly independent town within the orc-held land of Belkzen. The lively event is joyous and the whole town comes together to celebrate their history of standing against the orcs that have raided the town numerous times. You celebrate with the people, getting to know the townsfolk and enjoying the pleasant atmosphere, unaware that disaster will strike tonight and will lead to a growing threat to all of Avistan.

Roll20 Game Page

Initiative:
  • Red Wolf: 1d20 + 4 ⇒ (20) + 4 = 24

  • Purg: 1d20 + 5 ⇒ (15) + 5 = 20
  • Hilde: 1d20 + 1 ⇒ (16) + 1 = 17
  • Robin: 1d20 + 4 ⇒ (12) + 4 = 16
  • Wild: 1d20 + 1 ⇒ (15) + 1 = 16

  • Green Wolf: 1d20 + 4 ⇒ (12) + 4 = 16
  • Purple Wolf: 1d20 + 4 ⇒ (11) + 4 = 15
  • Blue Wolf: 1d20 + 4 ⇒ (9) + 4 = 13
  • Ranhild: 1d20 + 1 ⇒ (8) + 1 = 9
  • Vethorm: 1d20 + 4 ⇒ (2) + 4 = 6

  • 51 to 100 of 159 << first < prev | 1 | 2 | 3 | 4 | next > last >>
    Scarab Sages

    I'm putting together an Investigator using the Cartographer and Natural Philosopher archetypes. Probably Human. I should have it ready tomorrow or Monday.


    Yssani Tinker, ratfolk arcanist who cares less about giants than trying to find her fortune:

    Crunch:
    N Ratfolk Arcanist
    Female humanoid (ratfolk)
    Init +2; Senses Darkvision 60 ft.; Perception +7
    ====================
    DEFENSE
    ====================

    AC 13 (10, +0 armor, +3 dex, +1 size), Touch 13, Flat-Footed 11

    hp 7/7 (1d6+1)

    Fort 1 (0 base, +1 Con)
    Ref 2 (0 base, +2 Dex)
    Wis 2 (2 base, +0 Wis)

    ====================
    OFFENSE
    ====================

    Speed 20 ft.

    Melee

    Dagger -2 (1d3-2, 19-20/x2) (P/S)

    Ranged

    Light Crossbow +3 80ft (1d6, 19-20/x2) (P)

    ====================
    STATISTICS
    ====================

    Str 7 (-2)
    Dex 15 (+2)
    Con 12 (+1)
    Int 18 (+4)
    Wis 10 (+0)
    Cha 15 (+2)

    Base Attack +0; CMB -3; CMD 9

    ====================
    SKILLS (7/LEVEL)*
    ====================

    Knowledge (arcana) +8 (+4 Int, +1 rank, +3 class)
    Knowledge (dungeoneering) +8 (+4 Int, +1 rank, +3 class)
    Knowledge (nature) +8 (+4 Int, +1 rank, +3 class)
    Linguistics +7 (+4 Int, +1 rank, +3 class)
    Perception +7 (+0 Wis, +1 rank, +3 class, +1 trait, +2 racial)
    Spellcraft +8 (+4 Int, +1 rank, +3 class) (+1 to identify magic items)
    Use Magic Device +9 (+2 Cha, +1 rank, +3 class, +1 trait, +2 racial)

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

    *favored class bonus

    ====================
    BACKGROUND SKILLS (2/LEVEL)
    ====================

    Appraise +9 (+4 Int, +1 rank, +3 class, +1 trait)
    Craft (Alchemy)* +10 (+4 Int, +1 Rank, +3 Class, +2 racial) (+1 crafting magic items)

    ====================
    FEATS
    ====================

    1st: Scribe Scroll

    ====================
    RACIAL TRAITS
    ====================

    +2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.
    Ratfolk: Ratfolk are humanoids with the ratfolk subtype.
    Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
    Slow Speed: Ratfolk have a base speed of 20 feet.
    Darkvision: Ratfolk can see in the dark up to 60 feet.
    Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
    Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
    Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

    ====================
    CAMPAIGN TRAITS
    ====================

    Artifact Hunter (Campaign): You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.

    Magic Crafter (Magic): Your early magical training involved study of the properties and creation of magic items. You gain a +1 trait bonus on Appraise checks and a +1 bonus on any Craft checks attempted while making magic items.

    Seeker (Social): 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.

    ====================
    SPELLS
    ====================

    Cantrips (DC 14): Acid splash, Arcane mark, Bleed, Dancing lights, Daze, *Detect magic, Detect poison, Disrupt undead, Flare, Ghost sound, Grasp, Light, *Mage hand, Mending, *Message, Open/close, *Prestidigitation, Ray of frost, *Read magic, Resistance, Spark, Touch of fatigue

    1st level spells (DC 15): Charm person, Color spray, Expeditious retreat, *Grease, Identify, *Sleep

    *prepared spells

    ====================
    SPECIAL ABILITIES
    ====================

    Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).

    An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own (see Arcane Magic Writings).

    Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She 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 arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

    Resevoir Points: 4

    Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

    Potent magic (Su, 1st level): Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

    Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table 1–2. 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): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she 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 her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

    ====================
    EQUIPMENT
    ====================

    Weapons: Dagger (2gp, 1lb), Light crossbow (35gp, 4lb), 20 crossbow bolts (2gp, 2lb)
    Armor: None!
    Combat Gear: None!
    Consumables: 4 Trail rations (2gp, 4lb), Scroll of Mage Armor (25gp), Scroll of Silent image (25gp), Scroll of Unseen Servant (25gp), Scroll of Snowball (25gp), 50 sheets of parchment (10gp)
    Other Gear: Spellbook, Backpack (2gp, 2lb), Waterskin (1gp, 4lb), Scroll Case (1gp, 0.5lb), Ink (8gp), Inkpen (1sp), Alchemy crafting kit (25gp, 5lb)

    Coin: 11 gold, 9 silver

    Gear Weight: 22.5 lb
    Carrying Capacity: 23 (L), 46 (M), 70 (H)

    Backstory:
    Yssani hails from the city of Skelt in Nirmathas. Born into the warrens with her extended family, the ratfolk of Skelt were industrious workers who took on mining jobs squeezing into the gaps their dwarven coworkers couldn't and picking through refined ore to salvage errant gems that would otherwise be destroyed.

    Yssani was the middle child of eleven, but unlike most of her siblings, she had a greater curiousity about the world and would often wander into the market square when the trade caravans stopped through town. It was here she made friends with an older Varisian sorceress named Izelda who in a pique of amusement offered her a display of her magical prowess. Inspired to learn magic, Yssani would find Izelda every time she and her brethren came into town, offering trinkets she'd hoarded between visits for the opportunity to be taught.

    Eventually Yssani's thirst for knowledge grew to desire more, seeking out other avenues of learning as she apprenticed under a local Taldan wizard named Lirnem that Izelda introduced to her. Lirnem was a stricter tutor, but Yssani learned more about spellcraft and the processes necessary for scribing scrolls and creating alchemical items. She was delighted by how her mind was being expanded to the wonders of arcana.

    The warren at this point was getting overcrowded, her elder siblings having kids of their own and Yssani could see the writing on the wall. If she were to leave, she would need to make her own ratfolk community elsewhere. But to do that, she would need a fortune she couldn't make on her own in this city. But recalling the legends of rare artifacts she had seen in books at Lirnem's workshop, she decided that would be the best way to set herself up for life.

    So, saying her goodbyes to family and her mentors, she took the next caravan north towards adventure, ending up in Trunau after a few weeks of travel and taking some time here to start to gather information on any potential prizes to be discovered. Yssani plans to get rich or die trying!

    RPG Superstar 2015 Top 8

    Working on a half-orc bard; hopefully will get it in before deadline.

    PS: A disclaimer I've felt it necessary to share due to a couple of past incidents--amid my participation in dozens of PBPs that went just fine:

    My Boundaries as a Player:

    I am an experienced poster who generally can post once a day to every two days. I will communicate when I can't post or if I have concerns that can be easily resolved through civil discussion. I can point to prior GMs and players who can vouch for me as a player if needed.

    I've also gotten into disagreements with some GMs--and left games as a result--over one of two issues:
    1. I advocate for player agency; save for obvious circumstances (consented-to GM botting, mind control, GMs rolling Perception checks and making reasonable descriptions about PCs' place in a room, etc.), players should describe their own PCs' actions, feelings, and reactions, and others (GM or fellow player) should not write those things for them.
    2. Given we are in a public global forum full of strangers, I do not wish my PCs to engage in scenarios involving flirtation, propositions, romance, affectionate or intimate touching, sex, abuse, or harassment. If someone *really* wants to go in that direction, I ask they speak to me first out of character before posting it IC.

    If you think either of these things would be cause for concern in your campaign, please let me know not to apply.


    I would like to submit Zomeraand (human universalist wizard) for consideration!

    I believe I have everything in order, but please let me know if I missed anything or miscalculated.


    My Muse will not silently pass by this Recruitment without my providing it's submission concept....

    Halfling Swashbuckler (Mouser ) with the Vexing Defender Campaign Trait.

    His favorite pastime is hunting giants. Big bullies!

    I should have his Profile up this week.

    Thank you for running!


    Thank you to everyone who has posted since the last update. Here is the current Summary. As before, if I am missing anyone please speak up so I don't overlook anything. I also address a few things below in response to posts.

    Characters Submitted

  • Xionia – Aasimar Possessed Oracle (Ridge)
  • Purg Pointysticks – Goblin Bolt Ace Gunslinger (ScorchedOne)
  • Cili – Dwarf Zen Archer Monk (eriktd)
  • Merdec Amberheart – Dwarf Stonelord Paladin (KoolKobold)
  • Thuradin Drakkenforge – Dwarf Warpriest of Torag (AJM4885)
  • Kahldek – Tiefling Cleric of Sarenrae (CoffeeDragon)
  • Hilde Forgedottir – Dwarf Cleric (John Woodford)
  • Lorcan O’dor – Dwarf Skirmisher-Wilderness Medic (Peachbottom)
  • Cidar Nowe – Elf Hexcrafter Magus (AGM Lemming)
  • ”Wild” - Gnome Wild Rager Barbarian (Trisane_Imphawke)
  • Aggghhh the Unclean - Dwarf Sorcerer (Phillip Gastone)
  • Yssani Tinker - Ratfolk Arcanist (Azrael Dukshi)
  • The Magician Zomeraand Human Wizard (Cuchulainn)

    Concepts In Progress

  • Dolgrym Giantfoe – Dwarf Ranger (trawets71)
  • Goliath Druid (Crisischild)
  • Aasimar Paladin or Bloodrager (Aggghhh the unclean)
  • Dwarf Cleric (-Karma-)
  • Goblin Vexing Dodger Rogue (Ruin Explorer)
  • Gnome Sorcerer (Veniir)
  • Half-orc Mad Dog Barbarian (Ouachitonian)
  • Dwarf Sorcerer (PhillipGastone)
  • Dwarf (?) Skirnik Magus (Mark Thomas 66)
  • Wizard (FairyGM)
  • Halfling Sling Specialist Fighter (Critzible)
  • Human Cartographer-Natural Philosopher Investigator (rdknight)
  • Half-orc Bard (DeathQuaker)
  • Halfling Mouser Swashbuckler (Dorian ‘Grey’)

    Others Who Have Shown Interest

  • Archpaladin Zousha
  • pad300
  • Violant
  • Dragoncat
  • Dread

    DeathQuaker wrote:
    PS: A disclaimer I've felt it necessary to share due to a couple of past incidents--amid my participation in dozens of PBPs that went just fine:

    I can respect this. Thank you.

    The Magician, Zomeraand wrote:
    I believe I have everything in order, but please let me know if I missed anything or miscalculated.

    A quick glance looks good but I will dig into it tonight and tomorrow and let you know as soon as I can.

    Peachbottom wrote:
    J Scot Shady wrote:
    I won't say it's necessary but personality would be helpful.
    Isn't "Dwarf" a personality? =)

    Not at all. You've got your drunk dwarf, your angry dwarf, your sweaty dwarf... wait, that does describe one dwarf. Sorry.


  • J Scot Shady wrote:
    You've got your drunk dwarf, your angry dwarf, your sweaty dwarf... wait, that does describe one dwarf. Sorry.

    Or seven dwarves... (I'd love it if the fairy tale story included Drunky, Angry, and Sweaty!)


    Merdec's personality can be described as quiet and stoic-he doesn't tend to open up to others in fear of what happened in the past will repeat itself. However, should one get to know him, they'll find a surprisingly caring and jolly dwarf underneath that rough exterior.

    On another note, Possessed Oracle sounds like fun to play, I'll definitely think of a character for a future campaign with that archetype. So thank you Xiona for showing me of the existence of that archetype.


    Sadly, I'm going to have to step aside. Had planned on finishing this weekend, but we had family come in from out of town, and there went that. Besides, Kahldek isn't a wee-person, dwarf, gnome, or otherwise, and this looks to lean far more that way in any event. And probably it should. :D

    Have fun folks. I'll be reading along.


    eriktd wrote:
    J Scot Shady wrote:
    You've got your drunk dwarf, your angry dwarf, your sweaty dwarf... wait, that does describe one dwarf. Sorry.
    Or seven dwarves... (I'd love it if the fairy tale story included Drunky, Angry, and Sweaty!)

    "It wasn't until their number had dwindled from forty to eight that the other seven dwarves began to suspect Hungry."

    Hilde's appearance, background, and a few things about her personality are now in her profile. FYI, she's a cleric of Bolka. (Since Bolka appears in Inner Sea Gods, I figured she was fair game.)


    This will be my Entry (Dread) to the Giant Slayer AP.

    Randal Tullmoor 1st Human Brawler (Raised by Dwarves Campaign Trait)


    Finally settled on making a dhampir necromancer with the Artifact Hunter trait. Will start working on it now.

    RPG Superstar 2015 Top 8

    Here is my submission: Grask the Thunder: half-orc thundercaller bard. I may tweak a few little things like where skill points go or equipment further (will notify if I make significant changes), but he's overall good to go.

    Liberty's Edge

    Someone posted pretty much identical warpriest I had in mind, so I changed approach and went bloodrager instead (still dwarf).

    Dormund Redhammer

    Born in Trunau to a now-deceased mother and unknown father, Dormund has certainly seen what Hold of Belkzen has to offer. Orc raid after another. Violent deaths of loved ones. Weeks of eating nothing but the gods-awful porridge from the siegestone.

    But on the other hand he glad to be among the bravest people he knows. No slings nor arrows of outrageous fortune will cast down these folks. And he is proud to call them friends.

    Amiable (for a dwarf), but short-tempered, Dormund is well known in town. His fighting prowess is put to good use in the militia, where he is more than happy to crack the skulls of any orcs that he should come across.
    When not guarding the town, he is often sent to scouting missions in surrounding lands.

    In the past ten years, the dwarf has taken a habit to standing as a candidate to the Council of Defender. Pretty much a joke, however. He knows very well anyone of his temper should not be deciding matters.

    Crunch:

    Dormund Redhammer
    Dwarf bloodrager (primalist) 1 (Pathfinder RPG Advanced Class Guide 15, 84)
    NG Medium humanoid (dwarf)
    Init +3; Senses darkvision 60 ft.; Perception +5
    --------------------
    Defense
    --------------------
    AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
    hp 13 (1d10+3)
    Fort +5, Ref +1, Will +2; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
    Defensive Abilities defensive training
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dwarven longhammer +4 (2d6+4/×3) or
    . . dwarven waraxe +4 (1d10+3/×3)
    Space 5 ft.; Reach 5 ft. (10 ft. with dwarven longhammer)
    Special Attacks bloodrage (8 rounds/day)
    --------------------
    Statistics
    --------------------
    Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 11
    Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
    Feats Power Attack
    Traits glory of old, reactionary, trunau native
    Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +3, Intimidate +4, Perception +5, Survival +5 (+7 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
    Languages Common, Dwarven
    SQ disruptive bloodrage, fast movement, giant hunter[ARG], rock stepper[ARG]
    Other Gear scale mail, heavy wooden shield, dwarven longhammer[ARG], dwarven waraxe, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, 34 gp
    --------------------
    Special Abilities
    --------------------
    Bloodrage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
    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.
    Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
    Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
    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.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.


    All right, here is my submission.

    Character concept:

    Hispip Cobbleboot is a Phoenix Sorcerer. I love his concept, mixing fire and healing with his bloodline arcana. I will focus on fire and evocation spells, since giants are typically big and slow, which means lower Reflex saves and touch AC.

    The bloodline powers will eventually give Hispip some flying ability, I hope that's not a problem with the AP.

    He is starting with a Riding Dog which cost him 150gp, but mostly to carry his gear and help him with his smaller legs, but hey, he's combat trained, so there'll be some untrained Handle Animal checks for combat early on, especially since sorcerers are so weak early game.

    Character sheet:

    STR 6, DEX 16, CON 12, INT 12, WIS 10, CHA 18

    Male Gnome
    Small Size
    CG Phoenix Sorcerer 1
    BaB +0
    Init +3; Senses: Perception +2, Sense Motive +0, Low-Light vision
    CMB -3 (0BaB -1size -2str)
    CMD 10 (0BaB -2str +3dex -1size)
    Favored Class Sorcerer
    FC bonus: +1 skill point
    Hero Point 3/3

    Defense
    AC 14, touch 14 flat-footed 11 (+3 Dex +1 size) (add 4 vs giants)
    HP 7 (6 + 1 (1*1Con))
    Fort +2 (+0 base +1 Con +1 Trait) (add 2 vs illusion)
    Ref +3 (+0 base +3 Dex) (add 2 vs illusion)
    Will +2 (+2 base +0 Wis) (add 2 vs illusion)

    Offense
    Speed 20 ft (can move an extra 5ft if double move in a round)
    Ranged touch attack +4 (add 1 vs reptilian, goblinoid or giant) (add 2 to confirm crit vs giant)
    Space 5 ft, Reach 5 ft
    Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

    Arcane magic
    Bloodline: Phoenix

    CL 1
    Concentration (CL + Cha): +5

    DC: 14+spell level
    DC for illusion: 15+spell level

    Level (slots/day): known
    Cantrips (*): Daze, Detect Magic, Light, Flare, Read Magic, Spark
    1 (4): Burning Hands, Ray of Enfeeblement

    Spell-like abilities:
    1/day - dancing lights, ghost sound, prestidigitation, speak with animals

    Phoenix bloodline
    Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

    The Unseen World (Su):
    At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.

    Traits:
    Orphaned by Giants
    Sprint
    Resilient

    Feats:
    Lvl 1 - Point Blank Shot
    Sorcerer - Eschew Materials

    Skills:
    Intimidate +8 (1 Ranks +4 Cha +3 CS)
    Knowledge (arcana) +5 (1 Ranks +1 Int +3 CS)
    Spellcraft +5 (1 Ranks +1 Int +3 CS)
    Use Magic Device +8 (1 Ranks +4 Cha +3 CS)

    Background skills:
    Craft (alchemy): +7 (1 Ranks +1 Int +2 racial +3 CS)
    Knowledge (geography) +2 (1 Ranks +1 Int)

    Languages: Common, Sylvan, Gnome, Giant

    Equipment:
    Wealth: 24gp 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

    Riding dog
    Snappy
    Character sheet

    Background:

    Hispip Cobbleboot spent many years of his life happy with his family, traveling and selling the alchemical supplies they created. He never suspected he had magical blood running in his veins, except of course for the typical gnomish magic. He never even thought of settling down, thinking his life would continue on like that forever.

    What proved him wrong was the most vicious thing that have ever happened. As they were traveling south of the Mindspin Mountains with a large caravan, Hispip was befriending a human family that was starting a circus, when the cry for ambush came from the middle caravan. Now, they felt very safe, given there were over 10 wagons in the caravan, and the security they had hired was expensive. However, half the guards fell in the first rock volley.

    Rocks nearly the size of entire wagons were being thrown from the hills. As they realized it were giants attacking them, Hispip told the family of performers to hide under the wagon and went looking for his family. They were readying alchemical bombs to throw at the giants. His mother put up quite a fight, but she was hit on the side by a large club. Hispip himself was trapped by a wagon and couldn't move, so he had to watch it all happen. His family be slain, all the friends he had made being crushed by large hands, weapons and rocks.

    He played dead and saw as the giants plundered the caravan. Their leader, who seemed to be a slightly more intelligent giant, ordered the others to burn whatever they didn't take. So, Hispip watched as his wandering home burn. The giants left while the fire was still starting. Ironically, the fire also dislodged the wood that was trapping him and he was able to free himself, but not before a large log hit him on the hip.

    He didn't understand then how he survived the fire. It was only much time later, as he realized that it was at that moment that the phoenix blood awakened in him. It took him a while to realize that he had been reborn from the fire that day, not unlike a true phoenix. On top of his magical abilities appearing, he left the caravan with two other things: an uncanny ability to run for his life, and terrible scars on his legs.

    Although Hispip eventually got over the loss of his family, his personality changed in an irreversible way. Gone was the happy playful gnomeling, replaced by a serious and dedicated sorcerer. He chose Trunau to resettle, maybe find friends and rebuild a life. As far as he could tell, it looked like he was able to make it.


    Dot.


    I'll work on a Changeling Goliath Druid for submission.


    DBH here with Sasha Crask, built to fill a gap I noticed. She's a Rogue (Scout).

    She's been in Trunau for a couple of years, working as a scout for the town. She spends a lot of her off time in The Killin' ground listening for tales of lost artifacts and ruins to explore.

    Crunch:

    SASHA CRASK

    Female Tiefling (Daemon-Spawn) rogue 1, NG medium outsider (native)

    Init +4; Senses Darkvision (60 ft.), Perception +5,

    Languages Common, Draconic, Infernal, Orc

    AC 17, touch 14, flat-footed 13, hp 9 (1HD)

    Fort +1, Ref +6, Will +0, +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 +4 (1d8/19-20)
    Melee cold iron dagger +4 (1d4+1/19-20)
    Ranged cold iron dagger (thrown) +4 (1d4+1/19-20)
    Melee silver dagger +4 (1d4/19-20)
    Ranged silver dagger (thrown) +4 (1d4/19-20)
    Melee cold iron rapier +4 (1d6+1/18-20)

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

    Base Atk +0; CMB +1; CMD 15

    Atk Options Sneak Attack 1d6,

    Special Actions

    Racial Spell-Like Abilities: death knell ( DC 13, 1/Day)

    Abilities Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 12

    Special Qualities Fiendish Resistance, Fiendish Sorcery, Finesse Training, Skilled, Spell-Like Ability, Trapfinding,

    Feats Two-Weapon Fighting, Weapon Finesse

    Skills
    *Acrobatics +7,
    Appraise +2,
    Bluff +5,
    Climb 0,
    Craft (Untrained) +2,
    Diplomacy +1,
    *Disable Device +10,
    Disguise +1,
    *Escape Artist +7,
    Fly +3,
    Intimidate +1,
    *Knowledge (Dungeoneering) +6,
    *Knowledge (Local) +6,
    *Perception +5, Perception (Trapfinding) +6,
    Ride +3,
    *Sense Motive +4,
    *Sleight of Hand +9,
    *Stealth +7,
    *Swim +4,
    Use magic device 2,

    Possessions explorer's outfit; studded leather armor; thieves' tools; cold iron rapier; Light Crossbow ; Wrist Sheath, Spring Loaded [ Cold Iron Dagger; ]; Wrist Sheath, Spring Loaded [ Silver Dagger; ]; Backpack, Common [ Survival Kit (Common); Winter Blanket; Bedroll; Mess Kit; Grooming Kit; ]; Belt Pouch [ Whetstone; String (50 ft.); Soap; Waterproof Bag (x2); ]; Waterproof Bag ;

    Artifact Hunter (Spellcraft) +1 bonus on Spellcraft checks to identify the properties of magic items and on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 51% chance that you recognize the artifact and know its name, origin, and something of that artifact's powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM's discretion.

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

    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.

    Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

    Frontier-Forged (Any Frontier Area) A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.

    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.

    Paranoid You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

    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.

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

    Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

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

    Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

    Pretty basic at the moment, I still need to pick her background skills.

    Any questions or problems let me know?


    1 person marked this as a favorite.

    Glad to see people still seem to be putting in more submissions. I think that means people are excited for this one. Here is the updated submissions. Again, if I overlooked something, please let me know. Thanks.

    Characters Submitted

  • Xionia – Aasimar Possessed Oracle (Ridge)
  • Purg Pointysticks – Goblin Bolt Ace Gunslinger (ScorchedOne)
  • Cili – Dwarf Zen Archer Monk (eriktd)
  • Merdec Amberheart – Dwarf Stonelord Paladin (KoolKobold)
  • Thuradin Drakkenforge – Dwarf Warpriest of Torag (AJM4885)
  • Kahldek – Tiefling Cleric of Sarenrae (CoffeeDragon)
  • Hilde Forgedottir – Dwarf Cleric of Bolka (John Woodford)
  • Lorcan O’dor – Dwarf Skirmisher-Wilderness Medic (Peachbottom)
  • Cidar Nowe – Elf Hexcrafter Magus (AGM Lemming)
  • ”Wild” - Gnome Wild Rager Barbarian (Trisane_Imphawke)
  • Aggghhh the Unclean - Dwarf Sorcerer (Phillip Gastone)
  • Yssani Tinker - Ratfolk Arcanist (Azrael Dukshi)
  • The Magician Zomeraand Human Wizard (Cuchulainn)
  • Randal Tullmoor - Human Brawler (Dread)
  • Grask the Thunder - Half-orc Thundercaller Bard (DeathQuaker)
  • Dormund Redhammer - Dwarf Primalist Bloodrager (-Karma-)
  • Hispip Cobbleboot - Gnome Sorcerer (Veniir)
  • Sasha Crask - Grimspawn Tiefling Scout Rogue (DBH)

    Concepts In Progress

  • Dolgrym Giantfoe – Dwarf Ranger (trawets71)
  • Goliath Druid (Crisischild)
  • Goblin Vexing Dodger Rogue (Ruin Explorer)
  • Half-orc Mad Dog Barbarian (Ouachitonian)
  • Dwarf (?) Skirnik Magus (Mark Thomas 66)
  • Wizard (FairyGM)
  • Halfling Sling Specialist Fighter (Critzible)
  • Human Cartographer-Natural Philosopher Investigator (rdknight)
  • Halfling Mouser Swashbuckler (Dorian ‘Grey’)
  • Dhampir Necromancer Wizard (Dragoncat)
  • Changling Goliath Druid (Storyteller Shadow)

    Others Who Have Shown Interest

  • Archpaladin Zousha
  • pad300
  • Violant

    Hilde Forgedottir wrote:
    Hilde's appearance, background, and a few things about her personality are now in her profile. FYI, she's a cleric of Bolka. (Since Bolka appears in Inner Sea Gods, I figured she was fair game.)

    Thanks. I meant to update that since I found it after the first summary, but it looks like I missed it again on the second.


  • 1 person marked this as a favorite.

    With the talk of personality, I fleshed out Lorcan's personality and description. Updated under background below.

    Lorcan O'dor

    Stats:
    Lorcan O’dor
    NG Dwarf Ranger (Skirmisher/Wilderness Medic) 1 of Dranngvit
    Male humanoid (dwarf)
    Init +0; Senses Darkvision 60 ft.; Perception +8

    ====================
    DEFENSE
    ====================
    AC 14 (10, +4 armor), Touch 10, Flat-Footed 14

    (+4 AC against giants.)

    hp 13/13 (1d10+3)

    Fort 4 (2 base, +2 Con)
    Ref 2 (2 base, +0 Dex)
    Wis 4 (0 base, +4 Wis)

    (+2 saves against poison, spells, and spell-like abilities; +1 saves against fear)

    ====================
    OFFENSE
    ====================
    Speed 20 ft.

    Melee
    Scythe +4 (2d4+4, 20/x4) (P/S)
    Scythe (Power Attack) +3 (2d4+7, 20/x4) (P/S)

    Dagger +4 (1d4+3, 19-20/x2) (P/S)
    Light Hammer +4 (1d4+3, 20/x2) (B)

    Ranged
    Light Hammer +1 (1d4+3, 20/x2) (20 ft.) (B)

    (+4 attack against giants, +2 damage, +2 to confirm critical hits against giants)

    ====================
    STATISTICS
    ====================
    Str 16 (+3)
    Dex 10 (+0)
    Con 14 (+2)
    Int 8 (-1)
    Wis 18 (+4)
    Cha 8 (-1)

    Base Attack +1; CMB +4; CMD 14

    (+4 CMD when resisting a bull rush or trip attempt while standing on the ground)

    ====================
    SKILLS (5/LEVEL)
    ====================
    Acrobatics -2 (+0 Dex, -2 ACP)
    Bluff -1 (-1 Cha) (+2 on giants)
    Climb* +1 (+3 Str, -2 ACP)
    Diplomacy +0 (-1 Cha, +1 Trait)
    Disguise -1 (-1 Cha)
    Escape Artist -2 (+0 Dex, -2 ACP)
    Heal* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)
    Intimidate* -1 (-1 Cha)
    Knowledge (Local)* +4 (-1 Int, +1 Rank, +3 Class, +1 Trait) (+2 on giants)
    Perception* +8 (+4 Wis, +1 Rank, +3 Class) (+2 on giants, unusual stonework)
    Ride* -2 (+0 Dex, -2 ACP)
    Sense Motive +4 (+4 Wis) (+2 on giants)
    Stealth* +2 (+0 Dex, +1 Rank, +3 Class, -2 ACP)
    Survival* +9 (+4 Wis, +1 Rank, +3 Class, +1 Trait) (+2 on giants, +1 track)
    Swim* +1 (+3 Str, -2 ACP)

    Languages: Common, Dwarven

    ====================
    BACKGROUND SKILLS (2/LEVEL)
    ====================

    Appraise -1 (-1 Int) (+2 on precious metals or gemstones)
    Craft (Alchemy)* +3 (-1 Int, +1 Rank, +3 Class)
    Profession (Herbalism)* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)

    ====================
    FEATS
    ====================
    1st: Power Attack

    ====================
    RACIAL TRAITS
    ====================
    Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
    Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
    Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
    Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
    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.

    ====================
    CAMPAIGN TRAITS
    ====================
    Orphaned by Giants (Campaign): You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.

    Deep Marker (Dwarf): You’ve dared uncharted tunnels in pursuit of the gladdringgar (the chiseling of name-runes in subterranean depths). You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.

    Friend in Every Town (Social): You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. Choice: Knowledge (local).

    ====================
    SPECIAL ABILITIES
    ====================
    Favored Enemy (humanoid [giant]): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

    Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

    Herbalist Training: At 1st level, a wilderness medic can attempt Profession (herbalism) checks untrained and the wilderness medic gains a bonus equal to 1/2 his ranger level (minimum +1) on Heal checks and Profession (herbalism) checks. When he successfully forages for herbs, he finds twice as many doses of any herb he would normally.

    ====================
    EQUIPMENT
    ====================
    Weapons: Scythe (18 gp, 10 lb), Dagger, (2 gp, 1 lb) (2) Light Hammers (2 gp, 4 lb)
    Armor: Chain Coat (75 gp, 40 lb)
    Combat Gear: Healer’s Kit (10 uses) (50 gp, 1 lb), Iron Holy Symbol of Dranngvit (5 gp, 1 lb)
    Consumables: (2) Dreamer’s Star (10 gp)
    Other Gear: Ranger’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, and a waterskin) (6.4 gp, 13 lb), Teapot (1 sp, 1 lb), (5) Tea Cups (1 sp), (5) Tea (1 sp), Mortar and Pestle (1 sp, 1 lb), The Adventures of Harsk Light Novel (1 lb)

    Coin: 31 gold, 2 silver

    Gear Weight: 73 lb
    Carrying Capacity: 76 (L), 153 (M), 230 (H)

    Background:

    ====================
    DESCRIPTION
    ====================
    Age: 99
    Eyes: Emerald; Hair: Copper
    Height: 4’ 1”; Weight: 178 lb.
    Deity: Dranngvit the Debt Minder
    Homeland: Kraggodan / Trunau

    Physical Description: Lorcan is a muscular dwarf who keeps his long copper beard parted down the center and braided into two separate fishtails. The rest of his long hair is braided and reaches down to his lower back. When not wearing his chain armor, Lorcan wears comfortable earth-tone robes and a dark green cloak for both protection from the elements and for stealth.

    Personality: Despite his past trauma and years of living on his own, Lorcan maintains a jovial personality and welcomes anyone into his circle that would call themselves a friend. When hunting or fighting, his tone turns serious and focuses on ending encounters quickly and efficiently.

    Likes: Lorcan likes reading and drinking tea. He likes long walks by himself in the wilderness and listening to the sounds of nature.

    Dislikes: Lorcan hates giants with a passion that cannot be quenched. He has dedicated his life to training to kill any giant that he comes across. He also dislikes large crowds and confined spaces.

    Quirks: After decades of tracking and especially studying the tracks left by giants, Lorcan has gains a minor quirk for feet. Lorcan gets particularly excited about fresh footprints and becomes loquacious about his findings.

    Phobias: Even since losing his parents in a near-death experience with cave giants in the Darklands, Lorcan is afraid of setting foot in another cave. He keeps this truth and secret and feels that he is an embarrassment of a dwarf for holding such a fear. However, Lorcan has a strong force of will and a loving heart and would bury his fear for the greater good if given no other choice.

    ====================
    BACKGROUND
    ====================

    Lorcan O’dor is originally from the dwarven citadel, Kraggodan. His parents were thrill-seekers and spelunkers who would brave the tunnels into the Darklands, with each delve, challenging themselves to explore deeper than the last. When Lorcan came of age, at the age of 25, he joined his parents in the Darklands to participate in his first gladdringgar (the chiseling of name-runes in subterranean depths), a familial ritual that all members of the O’dor clan perform. All was going well; Lorcan reached the designated location and carved his name; however, along the return trip, his party was ambushed by a wandering band of cave giants. Both his parents were slain. They sacrificed their lives to buy Lorcan enough time to escape. Since that day, despite being a dwarf, the trauma runs strong and Lorcan has been hesitant to set foot underground again.

    Lorcan remained in Kraggodan for a few more years, but the painful memories were ever-present and eventually he decided he needed to leave. He declared vengeance on all giant-kind, calling them a blight against all dwarves. And he swore he would train until he was strong enough to exact said vengeance. For the next 30 years, Lorcan wandered the Mindspin Mountains alone, relying on hits wits and endurance alone to survive.

    After a while, he came across the small town of Trunau and began trading plants and wild game with the villagers for other supplies. He never intended to stay in one place, but something about the hearty humans kept him within the town’s orbit. As he continuing trading, he saw that these villagers were not unlike him and thought maybe it was time to finally settle down.

    Lorcan spent the small inheritance he received from his parents on a tiny shop in Trunau to live in and work out of. He named his shop Green Haze and works as an herbalist. Although not much of a people person, his friendly demeanor has allowed him a acclimate himself among the other Trunauns. And although he has rarely encountered any giants as of late, his weapon remains sharpened and ready for the time when it will be needed.


    I’ll create an alias and do some shopping if selected. Here’s my submission for Prank.

    Born and raised in the swamps of Mwangi, the goblin known as Prank has traveled far around the Inner Sea hunting for magical artifacts that have been hidden away.

    Prank learned to climb on the trees of the Mwangi, and now uses that to his advantage against foes. He fearlessly, or recklessly, faces off against enemies taller than him by climbing them or stabbing them. Prank says, I do things. I climb things. I stab things. See! Things!

    His love for magic drives him to search for lost artifacts. He is curious and amazed by new magics, though he realizes that he has no knack for it himself Perhaps it’s the lack of discipline needed or the lack of novelty provided by such training. He finds friends wherever he goes, and every goblin is a cousin, and he is fiercely loyal like a dog, ironically.

    Prank

    Thanks for running a game. I had a really entertaining time making this character!


    Wait...this is still open? I thought the due date was Monday?
    * Facepalm *


    1 person marked this as a favorite.
    Coffee Dragon wrote:

    Wait...this is still open? I thought the due date was Monday?

    * Facepalm *

    You maybe confusing it with another recruitment thread; it happens.

    Cut off time for this one is
    Quote:
    midnight EST, April 11th.


    Well, then.
    J Scot Shady, kindly add Kahldek back to the list, and I'll get him finished a.s.a.p.

    Sorry for any confusion.


    1 person marked this as a favorite.
    Coffee Dragon wrote:

    Well, then.

    J Scot Shady, kindly add Kahldek back to the list, and I'll get him finished a.s.a.p.

    Sorry for any confusion.

    No problem. I left it there but crossed out, just in case.


    Character crunch is done, working on background.
    Taking the Dwarf-Trained Feat.


    I’m busy enough that I don’t think I’ll finish out my idea here. Might change my mind in the next ten days, but don’t expect me unless you see me submit a finished character.


    Basics done, personal background forthcoming. Female Dwarf Magus (Skirnir)


    I updated Thuradin with the build requirements, the only things that change were the additional trait and a little extra spending cash.

    I'll work on his background and should have it posted by the weekend.


    Archpaladin Zousha here, with the sheet drawn up for Vethorm of Trunau, a Trunau Native half-orc rogue! The intention is to multiclass into sorcerer ASAP (Orc bloodline specifically) to eventually qualify for the arcane trickster prestige class (that's why Magical Knack is there).

    Spoiler:
    Vethorm of Trunau
    Male half-orc rogue 1
    CG Medium humanoid (human, orc)
    Hero Points 1
    Init +4; Senses darkvision 60 ft.; Perception +4
    --------------------
    Defense
    --------------------
    AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
    hp 12 (1d8+4)
    Fort +2, Ref +5, Will +2
    Defensive Abilities sacred tattoo[APG]
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee gladius +0 (1d6/19-20) or
    . . hopeknife +1 (1d4/19-20) or
    . . light mace +0 (1d6)
    Special Attacks sneak attack +1d6
    --------------------
    Statistics
    --------------------
    Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 18
    Base Atk +0; CMB +0; CMD 12
    Feats Toughness
    Traits magical knack (sorcerer), reactionary, trunau native
    Skills Acrobatics +0 (-4 to jump), Bluff +8, Disable Device +1, Escape Artist +0, Intimidate +6, Linguistics +5, Perception +4, Sense Motive +4, Sleight of Hand +0, Spellcraft +2, Stealth +0, Use Magic Device +8; Racial Modifiers +2 Intimidate
    Languages Common, Draconic, Dwarven, Orc
    SQ hero points, orc blood, trapfinding +1
    Combat Gear caltrops; Other Gear chain shirt, gladius[UC], hopeknife, light mace, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 30 gp
    --------------------
    Special Abilities
    --------------------
    Darkvision (60 feet) You can see in the dark (black and white only).
    Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
    Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
    Sacred Tattoo +1 to all saves.
    Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
    Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


    I'll have his backstory written up shortly, but the broad strokes of it is he's a second-generation half-orc who is the gangly runt of his family, and has struggled to figure out where he fits in among his fellow Trunauans, but has noticed an instinctive receptiveness to magic that he's asked the local wizard about but she's as of yet been unable to figure out how to instruct him.


    So, it has come to my attention that the Phoenix bloodline is not in the allowed sources, which means that my sorcerer needs to undergo some changes. He is now a Deep Earth Sorcerer (from APG).

    His concept is more down to earth (pun intended), but he can still fulfill his original purpose, which was to annoy the enemies with Reflex saves and ranged touch spells. This bloodline's spells are even better with this regard than Phoenix. He will also be more useful early game due to his 1st level bloodline power, that is, a ranged trip with level+Cha for CMB. He still has his riding dog. Anyway, the background was slightly adjusted to thematically match his bloodline.

    Character sheet:

    STR 6, DEX 16, CON 12, INT 12, WIS 10, CHA 18

    Male Gnome
    Small Size
    CG Deep Earth Sorcerer 1
    BaB +0
    Init +3; Senses: Perception +2, Sense Motive +0, Low-Light vision
    CMB -3 (0BaB -1size -2str)
    CMD 10 (0BaB -2str +3dex -1size)
    Favored Class Sorcerer
    FC bonus: +1 skill point
    Hero Point 3/3

    Defense
    AC 14, touch 14 flat-footed 11 (+3 Dex +1 size) (add 4 vs giants)
    HP 7 (6 + 1 (1*1Con))
    Fort +1 (+0 base +1 Con) (add 2 vs illusion)
    Ref +3 (+0 base +3 Dex) (add 2 vs illusion)
    Will +2 (+2 base +0 Wis) (add 2 vs illusion)

    Offense
    Speed 20 ft (can move an extra 5ft if double move in a round)
    Ranged touch attack +4 (add 1 vs reptilian, goblinoid or giant) (add 2 to confirm crit vs giant)
    Space 5 ft, Reach 5 ft
    Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

    Arcane magic
    Bloodline: Deep Earth

    CL 1
    Concentration (CL + Cha): +5

    DC: 14+spell level
    DC for illusion: 15+spell level

    Level (slots/day): known
    Cantrips (*): Daze, Detect Magic, Light, Read Magic
    1 (4): Burning Hands, Ray of Enfeeblement

    Spell-like abilities:
    1/day - dancing lights, ghost sound, prestidigitation, speak with animals

    Deep Earth bloodline
    Bloodline Arcana: Whenever you and the target of your spell are both underground, increase the spell’s save DC by +1.

    Tremor (Su):
    At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    Traits:
    Orphaned by Giants
    Sprint
    Seeker

    Feats:
    Lvl 1 - Point Blank Shot
    Sorcerer - Eschew Materials

    Skills:
    Intimidate +8 (1 Ranks +4 Cha +3 CS)
    Knowledge (arcana) +5 (1 Ranks +1 Int +3 CS)
    Knowledge (dungeoneering) +1 (0 Ranks +1 Int)
    Perception +4 (1 Ranks +3 CS)
    Spellcraft +5 (1 Ranks +1 Int +3 CS)

    Background skills:
    Craft (alchemy): +7 (1 Ranks +1 Int +2 racial +3 CS)
    Knowledge (geography) +2 (1 Ranks +1 Int)

    Languages: Common, Sylvan, Gnome, Giant

    Equipment:
    Wealth: 24gp 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

    Riding dog
    Snappy
    Character sheet

    Background:

    Hispip Cobbleboot spent many years of his life happy with his family, traveling and selling the alchemical supplies they created. He never suspected he had magical blood running in his veins, except of course for the typical gnomish magic. He never even thought of settling down, thinking his life would continue on like that forever.

    What proved him wrong was the most vicious thing that have ever happened. As they were traveling south of the Mindspin Mountains with a large caravan, Hispip was befriending a human family that was starting a circus, when the cry for ambush came from the middle caravan. Now, they felt very safe, given there were over 10 wagons in the caravan, and the security they had hired was expensive. However, half the guards fell in the first rock volley.

    Rocks nearly the size of entire wagons were being thrown from the hills. As they realized it were giants attacking them, Hispip told the family of performers to hide under the wagon and went looking for his family. They were readying alchemical bombs to throw at the giants. His mother put up quite a fight, but she was hit on the side by a large club. Hispip himself was trapped by a wagon and couldn't move, so he had to watch it all happen. His family be slain, all the friends he had made being crushed by large hands, weapons and rocks.

    Hispip played dead and saw as the giants plundered the caravan. He watched as his wandering home was crushed under rocks. Over time, Hispip very slowly managed to free himself. Although he was aware of the pain in his body, he didn't care, he ran.

    Much time later, he realized it was at that moment that the deep earth blood awakened in him. He was comfortable near rock, and could even influence it, and move it from afar. On top of his magical abilities appearing, he left the caravan with two other things: an uncanny ability to run for his life, and terrible scars on his legs.

    Although Hispip eventually got over the loss of his family, his personality changed in an irreversible way. Gone was the happy playful gnomeling, replaced by a serious and dedicated sorcerer. He chose Trunau to resettle, maybe find friends and rebuild a life. As far as he could tell, it looked like he was able to make it.


    Hey folks, just wanted to post another update here. Lot's of submissions, more than I would have expected. I wish I could take more than the one table worth but I know my limits. So a big thanks to everyone so far and I look forward to seeing more come in.

    Characters Submitted

  • Xionia – Aasimar Possessed Oracle (Ridge)
  • Purg Pointysticks – Goblin Bolt Ace Gunslinger (ScorchedOne)
  • Cili – Dwarf Zen Archer Monk (eriktd)
  • Merdec Amberheart – Dwarf Stonelord Paladin (KoolKobold)
  • Thuradin Drakkenforge – Dwarf Warpriest of Torag (AJM4885)
  • Kahldek – Tiefling Warpriest of Sarenrae (CoffeeDragon)
  • Hilde Forgedottir – Dwarf Cleric of Bolka (John Woodford)
  • Lorcan O’dor – Dwarf Skirmisher-Wilderness Medic (Peachbottom)
  • Cidar Nowe – Elf Hexcrafter Magus (AGM Lemming)
  • ”Wild” - Gnome Wild Rager Barbarian (Trisane_Imphawke)
  • Aggghhh the Unclean - Dwarf Sorcerer (Phillip Gastone)
  • Yssani Tinker - Ratfolk Arcanist (Azrael Dukshi)
  • The Magician Zomeraand Human Wizard (Cuchulainn)
  • Randal Tullmoor - Human Brawler (Dread)
  • Grask the Thunder - Half-orc Thundercaller Bard (DeathQuaker)
  • Dormund Redhammer - Dwarf Primalist Bloodrager (-Karma-)
  • Hispip Cobbleboot - Gnome Sorcerer (Veniir)
  • Sasha Crask - Grimspawn Tiefling Scout Rogue (DBH)
  • Prank - Goblin Vexing Dodger Rogue (Ruin Explorer)
  • Ranhild Runeshield - Dwarf Skirnik Magus (Mark Thomas 66)
  • Vethorm of Trunau - Half-orc Rogue (Archpaladin Zousha)

    Concepts In Progress

  • Dolgrym Giantfoe – Dwarf Ranger (trawets71)
  • Goliath Druid (Crisischild)
  • Half-orc Mad Dog Barbarian (Ouachitonian)
  • Dwarf (?) Skirnik Magus (Mark Thomas 66)
  • Wizard (FairyGM)
  • Halfling Sling Specialist Fighter (Critzible)
  • Human Cartographer-Natural Philosopher Investigator (rdknight)
  • Halfling Mouser Swashbuckler (Dorian ‘Grey’)
  • Dhampir Necromancer Wizard (Dragoncat)
  • Changling Goliath Druid (Storyteller Shadow)

    Others Who Have Shown Interest

  • pad300
  • Violant

    And to respond to a few posts.

    Ouachitonian wrote:
    I’m busy enough that I don’t think I’ll finish out my idea here. Might change my mind in the next ten days, but don’t expect me unless you see me submit a finished character.

    I get it but please know you are more than welcome to submit even down to the wire. I hope you can.

    Veniir wrote:
    So, it has come to my attention that the Phoenix bloodline is not in the allowed sources, which means that my sorcerer needs to undergo some changes. He is now a Deep Earth Sorcerer (from APG).

    Thanks for catching it and resubmitting.


  • Turns out the Wilderness Medic archetype was from a book that wasn't approved. I cannot find a suitable replacement so I'm simply removing it. I didn't make any other changes.

    I do feel like it diminishes the character concept a bit but that's my fault for not catching it at creation. Oh well.

    Here's the revised version:

    Lorcan O'dor:

    Lorcan O’dor
    NG Dwarf Ranger (Skirmisher) 1 of Dranngvit
    Male humanoid (dwarf)
    Init +0; Senses Darkvision 60 ft.; Perception +8

    ====================
    DEFENSE
    ====================
    AC 14 (10, +4 armor), Touch 10, Flat-Footed 14

    (+4 AC against giants.)

    hp 13/13 (1d10+3)

    Fort 4 (2 base, +2 Con)
    Ref 2 (2 base, +0 Dex)
    Wis 4 (0 base, +4 Wis)

    (+2 saves against poison, spells, and spell-like abilities; +1 saves against fear)

    ====================
    OFFENSE
    ====================
    Speed 20 ft.

    Melee
    Scythe +4 (2d4+4, 20/x4) (P/S)
    Scythe (Power Attack) +3 (2d4+7, 20/x4) (P/S)

    Dagger +4 (1d4+3, 19-20/x2) (P/S)
    Light Hammer +4 (1d4+3, 20/x2) (B)

    Ranged
    Light Hammer +1 (1d4+3, 20/x2) (20 ft.) (B)

    (+4 attack, +2 damage, +2 to confirm critical hits against giants)

    ====================
    STATISTICS
    ====================
    Str 16 (+3)
    Dex 10 (+0)
    Con 14 (+2)
    Int 8 (-1)
    Wis 18 (+4)
    Cha 8 (-1)

    Base Attack +1; CMB +4; CMD 14

    (+4 CMD when resisting a bull rush or trip attempt while standing on the ground)

    ====================
    SKILLS (5/LEVEL)
    ====================
    Acrobatics -2 (+0 Dex, -2 ACP)
    Bluff -1 (-1 Cha) (+2 on giants)
    Climb* +1 (+3 Str, -2 ACP)
    Diplomacy +0 (-1 Cha, +1 Trait)
    Disguise -1 (-1 Cha)
    Escape Artist -2 (+0 Dex, -2 ACP)
    Heal* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)
    Intimidate* -1 (-1 Cha)
    Knowledge (Local)* +4 (-1 Int, +1 Rank, +3 Class, +1 Trait) (+2 on giants)
    Perception* +8 (+4 Wis, +1 Rank, +3 Class) (+2 on giants, unusual stonework)
    Ride* -2 (+0 Dex, -2 ACP)
    Sense Motive +4 (+4 Wis) (+2 on giants)
    Stealth* +2 (+0 Dex, +1 Rank, +3 Class, -2 ACP)
    Survival* +9 (+4 Wis, +1 Rank, +3 Class, +1 Trait) (+2 on giants, +1 track)
    Swim* +1 (+3 Str, -2 ACP)

    Languages: Common, Dwarven

    ====================
    BACKGROUND SKILLS (2/LEVEL)
    ====================

    Appraise -1 (-1 Int) (+2 on precious metals or gemstones)
    Craft (Alchemy)* +3 (-1 Int, +1 Rank, +3 Class)
    Profession (Herbalism)* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)

    ====================
    FEATS
    ====================
    1st: Power Attack

    ====================
    RACIAL TRAITS
    ====================
    Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
    Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
    Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
    Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
    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.

    ====================
    CAMPAIGN TRAITS
    ====================
    Orphaned by Giants (Campaign): You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.

    Deep Marker (Dwarf): You’ve dared uncharted tunnels in pursuit of the gladdringgar (the chiseling of name-runes in subterranean depths). You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.

    Friend in Every Town (Social): You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. Choice: Knowledge (local).

    ====================
    SPECIAL ABILITIES
    ====================
    Favored Enemy (humanoid [giant]) (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

    Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

    Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

    ====================
    EQUIPMENT
    ====================
    Weapons: Scythe (18 gp, 10 lb), Dagger, (2 gp, 1 lb) (2) Light Hammers (2 gp, 4 lb)
    Armor: Chain Coat (75 gp, 40 lb)
    Combat Gear: Healer’s Kit (10 uses) (50 gp, 1 lb), Iron Holy Symbol of Dranngvit (5 gp, 1 lb)
    Consumables: (2) Dreamer’s Star (10 gp)
    Other Gear: Ranger’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, and a waterskin) (6.4 gp, 13 lb), Teapot (1 sp, 1 lb), (5) Tea Cups (1 sp), (5) Tea (1 sp), Mortar and Pestle (1 sp, 1 lb), The Adventures of Harsk Light Novel (1 lb)

    Coin: 31 gold, 2 silver

    Gear Weight: 73 lb
    Carrying Capacity: 76 (L), 153 (M), 230 (H)

    ====================
    DESCRIPTION
    ====================
    Age: 99
    Eyes: Emerald; Hair: Copper
    Height: 4’ 1”; Weight: 178 lb.
    Deity: Dranngvit the Debt Minder
    Homeland: Kraggodan / Trunau

    Physical Description: Lorcan is a muscular dwarf who keeps his long copper beard parted down the center and braided into two separate fishtails. The rest of his long hair is braided and reaches down to his lower back. When not wearing his chain armor, Lorcan wears comfortable earth-tone robes and a dark green cloak for both protection from the elements and for stealth.

    Personality: Despite his past trauma and years of living on his own, Lorcan maintains a jovial personality and welcomes anyone into his circle that would call themselves a friend. When hunting or fighting, his tone turns serious and focuses on ending encounters quickly and efficiently.

    Likes: Lorcan likes reading and drinking tea. He likes long walks by himself in the wilderness and listening to the sounds of nature.

    Dislikes: Lorcan hates giants with a passion that cannot be quenched. He has dedicated his life to training to kill any giant that he comes across. He also dislikes large crowds and confined spaces.

    Quirks: After decades of tracking and especially studying the tracks left by giants, Lorcan has gains a minor quirk for feet. Lorcan gets particularly excited about fresh footprints and becomes loquacious about his findings.

    Phobias: Even since losing his parents in a near-death experience with cave giants in the Darklands, Lorcan is afraid of setting foot in another cave. He keeps this truth and secret and feels that he is an embarrassment of a dwarf for holding such a fear. However, Lorcan has a strong force of will and a loving heart and would bury his fear for the greater good if given no other choice.

    ====================
    BACKGROUND
    ====================

    Lorcan O’dor is originally from the dwarven citadel, Kraggodan. His parents were thrill-seekers and spelunkers who would brave the tunnels into the Darklands, with each delve, challenging themselves to explore deeper than the last. When Lorcan came of age, at the age of 25, he joined his parents in the Darklands to participate in his first gladdringgar (the chiseling of name-runes in subterranean depths), a familial ritual that all members of the O’dor clan perform. All was going well; Lorcan reached the designated location and carved his name; however, along the return trip, his party was ambushed by a wandering band of cave giants. Both his parents were slain. They sacrificed their lives to buy Lorcan enough time to escape. Since that day, despite being a dwarf, the trauma runs strong and Lorcan has been hesitant to set foot underground again.

    Lorcan remained in Kraggodan for a few more years, but the painful memories were ever-present and eventually he decided he needed to leave. He declared vengeance on all giant-kind, calling them a blight against all dwarves. And he swore he would train until he was strong enough to exact said vengeance. For the next 30 years, Lorcan wandered the Mindspin Mountains alone, relying on hits wits and endurance alone to survive.

    After a while, he came across the small town of Trunau and began trading plants and wild game with the villagers for other supplies. He never intended to stay in one place, but something about the hearty humans kept him within the town’s orbit. As he continuing trading, he saw that these villagers were not unlike him and thought maybe it was time to finally settle down.

    Lorcan spent the small inheritance he received from his parents on a tiny shop in Trunau to live in and work out of. He named his shop Green Haze and works as an herbalist. Although not much of a people person, his friendly demeanor has allowed him a acclimate himself among the other Trunauns. And although he has rarely encountered any giants as of late, his weapon remains sharpened and ready for the time when it will be needed.


    J Scot Shady wrote:
    Thanks for catching it and resubmitting.

    Don't be shy, you're the one who caught it. ;-)


    This looks like it could be fun

    Crunch:
    Lilly Kaid
    N Dhampir Wildblooded Sorcerer (Undead/Sanguine Bloodline) 1
    Senses Perception +2, Darkvision 60ft, Low Light Vision, Light Sensitivity
    Initiative +2

    HP 8 (1d6+1+1)
    AC 13 (+2 Dex, +1 Armor) Flat 11 Touch 12
    Fort +2 Ref +2 Will +3 {+2 vs disease, mind-affecting}
    Resist Level Drain, Negative Energy Affinity

    Speed 30ft
    Reach 5ft

    Hopeknife +1 (1d4) 19-20
    Ray of Frost +2 touch (1d3+1)

    Racial SLAs (DC 15)
    Charm Person 1/day, Command 1/day

    Sorcerer Spellcasting (CL 1)
    0th (DC 14) - Prestidigitation, Penumbra?, Ray of Frost, Ghost Sound
    1st (DC 15) 3/day - Cause Fear, Enlarge Person

    Str 10 Dex 14 Con 12 Int 13 Wis 10 Cha 18
    Feats: Spell Focus (Evocation), Eschew Materials (Sorcerer Bonus)
    Traits
    Trunau Native: +1 to Will saves, have a hopeknife
    Magical Lineage (Fireball): Metamagic effects increase the level of fireball by one less
    Resilient: +1 to Fort saves
    Drawback
    Warded Against Nature: animals will not willingly approach within 30ft unless they are coaxed via DC 20 wild empathy, handle animal, or ride check. I assume this does not apply to creatures that are actively trying to kill me

    Skills (3/level)
    Intimidate 1 rank, +8
    Spellcraft 1 rank, +5
    Knowledge (Arcana) 1 rank, +5
    Perception o ranks, +2
    Bluff 0 ranks, +6

    Knowledge (Nobility) 1 rank, +2
    Lore (Vampires) 1 rank, +5

    Race traits
    Undead Resistance: +2 vs disease, mind affecting
    Resist Level Drain: no penalties from energy drain, can still be killed by them
    Manipulative: +2 on bluff, perception
    Darkvision, Low Light Vision, Light Sensitivity
    Negative Energy Affinity: positive/negative energy inverted
    Heir to Undying Nobility: Command/Charm person as 1/day SLAs

    Class Features
    Bloodline Undead (Sanguine):
    Class skill: Knowledge (Religion)
    Arcana: Necromancy spells are cast at CL +1
    Bloodline Powers
    The Blood is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

    Possessions
    Hopeknife
    Armored Kilt 20 gp
    Liquid Ice 40 gp

    Backstory:

    An orphan, Lilly haunted Trunau whenever she could escape the watchful gaze of her adopted mother. The folk of Trunau, tight-knit in anticipation of peril, looked more kindly on the Dhampir girl than some would. “Maybe your father was a noble man, travelling from afar.” That was Berry Garth, only one year older than Lilly and ever the naive idealist. Lilly didn’t explain why this couldn’t possibly be true, but she knew her friend would find out one day. The thought was dreadful

    Agate, Lilly’s mother, was much more worldly. Before Lilly’s hopeknife ceremony, Agate sat her down for a difficult conversation. “I am not blind to what you do, child, when you think no one is watching. I have seen the drained animals, heard the things you whisper in your sleep. You are a monster, and while I love you anyway, others will not be as kind as me. So have a care, and do not grow too close to them, though they treat you well. They will be disappointed, if you do.” Lilly nodded to show that she understood. She was glad she had a safe place to call home

    It took a long time for Lilly to see what kind of lie this was. After displaying magical talent, she was introduced to Agrit for training. The woman didn’t ask the same questions other people did. Lilly’s eyes, cabochon jets that drank light like a void, didn’t make her flinch. Agrit’s eyes, azure and sparkling seas of summer, held only an open curiosity. Lilly liked that. She felt bad for Roger, a younger boy who also came to Agrit for instruction in the arcane arts, because he wouldn’t go inside if he thought she was there. But she spent as much time in the House of Wonders as she could

    Once grown enough, Lilly began to be sent on patrols. “We think that magic you’re learning might come in handy one day,” Captain Kurst explained, “if only you can learn the best ways to use it.” Some of Lilly’s new companions were suspicious, others glad to have a nascent sorceress at their side

    Though Lilly asked that no one offer her magical healing, she was careful not to do anything unsettling, not under so many watchful eyes. Not until her patrol was worsted in a bad ambush. She watched one of the other survivors tell the story to Kurst. “It’s not that I don’t understand, you can see the scar on her face, how bad the cut was, and how fast it healed. But she drank from the body of my cousin. The pyre will no less set him free, yet still...” The man’s voice was strained with anger and grief. “So much of his blood dripping red down her chin, the hunger in her eyes when she looked up at me...some things a man never forgets.”

    Lilly has not been sent out since. Most people still look on her the same way they did before, Kurst didn’t circulate the story widely, and it hasn’t been long enough for folk to gossip about why she hasn’t returned to the patrols. Lilly wonders if there will be some other way for her to contribute to the safety of her people. And if they will not let her, perhaps it is time she moves on. Her scar is a testament to her willingness to fight for them, and she keeps her hair tied loosely back so that it’s clearly visible. “A scar like that should not, as a rule, make one more beautiful,” Berry told her when she first saw it. Lilly laughed, a sound like bones rattling together. “My friend, I would have thought you’ve known me long enough by now to learn that some rules are made to be broken.”

    Alignment/Morality:
    Lilly is kind and compassionate, but not necessarily altruistic. She enjoys helping people and seeing them do well, but can also be selfish at times. Having lived a life with relatively few natural supports, she’s learned that she needs to take what she wants. While few would describe her as warm, she's generally positive for the lives of the people around her

    Lilly would like to help the people of Trunau. She’s more familiar than anyone with the deep bedrock of evil in her own dark heart, but hopes to prove that there’s more than a little good in there as well. She also thinks that if she can prove herself a powerful ally, she’ll gain a level of acceptance she’s never had

    Overwhelmed at times by dark desires, Lilly tries her best not to take overtly evil actions. She sometimes fails. She’s killed animals and drank their blood (as tasty raw as cooked), though not since she received her hopeknife. She got a boy to cut open his hand so she could taste his blood (fine, but he wouldn't stop crying). She dug up a grave once (entirely unsatisfying). After being ambushed, she drank from the fresh corpse of another Trunau native (indescribably exquisite). Part of her is as repulsed as her own mother. Most of her hopes desperately that she will one day again bend over a fresh corpse. Ideally a human, but an orc might do as well. She’ll take what she can get; one line she won’t yet cross is murder without just cause


    Sorry, Crisischild and Storyteller Shadow. I tried to make a Wizard but all that came out was a Dwarven Goliath Druid.


    Rosa Darkfell wrote:
    Sorry, Crisischild and Storyteller Shadow. I tried to make a Wizard but all that came out was a Dwarven Goliath Druid.

    LOL, I'm a bit burnt out on Wizards myself! I get it :-)

    I'll have my submission up soonish.


    Finally finished.

    Aneesa Kish:

    Female (Hulking) Changeling (Goliath) Druid 1
    CN Medium Humanoid
    Init +4; Senses Darkvision 60’; Perception +7
    ------------------------------
    DEFENSE
    ------------------------------
    AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 Natural)
    HP 9 (1d8+1FC)
    Fort +2, Ref +3, Will +4
    Languages – Common, Druidic, Giant
    ------------------------------
    OFFENSE
    ------------------------------
    Speed 30 ft.(20 ft. in Armor)
    Destructive Smite 6x Day +1 to Damage.
    Melee +2
    Claws – 1d4 +2+1
    Scythe – 2d4 +2+1 (Critical x4)

    Ranged +2
    Spear (2) – 1d8 (Crit x3) – Range 20’
    Space 5 ft.; Reach 5 ft.
    ------------------------------
    STATISTICS
    ------------------------------
    Str 14, Dex 14, Con 11, Int 10, Wis 16, Cha 14
    Base Atk +0; CMB +2; CMD 14
    Traits
    Campaign - Roll with It - You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a +1 trait bonus on Reflex saves.
    In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability. If you are a dwarf or a gnome, you can use this ability twice per day.
    Magic Trait – Outcasts’ Intuition - You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
    Combat Trait – Reactionary – Going it alone in the wild, she never quite developed an offensive response. Instead, became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks.
    Feats
    Lightning Reflexes
    Skills
    Class 4 (includes Bluff, Diplomacy, Knowledge Local, Sense Motive)
    Adventuring Skills
    Perception +1 (+7)
    Sense Motive +1 (+6)
    Knowledge Nature +1 (+4)
    Survival +1 (+7)
    Background Skills
    Handle Animal +1 (+6)
    Linguistics +1 (Giant)
    ------------------------------
    SPECIAL ABILITIES
    ------------------------------
    Primal Empathy (Ex) – Large or Larger Creatures ONLY
    A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
    A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
    Primal Size
    A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself.
    She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person.
    Primal Bond (Ex)
    When a goliath druid forms a nature bond, Destruction
    Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
    Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
    Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.
    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.
    Summon Nature’s Ally I: Compsognathus.
    Spells:
    Oth – 3 – Create Water, Resistance, Enhanced Diplomacy
    1st 1+1 [+1 – True Strike] Cure Light Wounds, Snowball
    Spontaneously Cast – Enlarge Person OR Summon Nature’s Ally
    ------------------------------
    GEAR/POSSESSIONS
    ------------------------------
    133 GP –
    Weapons - Spears (2) – 4 GP - Scythe 18 GP – Greataxe 20 GP 1d12 (Critical x3),
    Armor – Hide 15 GP –
    GEAR - Silk Rope 10 GP
    ---
    Appearance –
    Aneesa is tall, about 6’3” but lanky though she has slightly broad shoulders. She has an exotic beauty about her, green eyes, blonde hair with a greenish tint. That beauty is set off by her rugged look as she wears hide armor and carries many weapons about her person. That and a single silk rope.
    Background –
    Her mother was a witch, or at east so her Father told her. Growing up in Trunau life was difficult looking so.. different, even among a rugged place such as this she would notice the stares, especially as she got taller. Her Father Andor did his best to hide his shame but she could feel it.
    As a young teenager she confronted her father who told her the ugly truth, he had been tricked by a Hag into giving her a child, Aneesa. Several months later, I was a babe at his doorstep. A knowledgeable man, he knew what happened but instead of striking me down with his Hopeknife, he spared her.
    She fled after that conversation, into the wilds around Trunau to find her Mother, and do what she did not know. Her natural instincts kept her alive soon she found the location of where her mother once dwelt but the place was empty, at least of the Hag. A Druid had taken up residence and offered to take the young girl under her wing.
    Instead of return to the shame she felt home, she toll the Druid up on the offer and spent years learning the skills of the wild. She also wished to be a fearsome warrior, after all, wasn’t her mother a powerful being? She practiced daily with a greataxe she found fallen in the woods, likely dropped by an Orc raider. Her mentor scoffed at her “training”, but Aneesa continued anyway.
    Now that she has turned to the age of 20, she is curious abut her Father, and has decided to return home to visit him after long last… just in time for the annual Hopeknife Festival.

    Liberty's Edge

    My goliath druid is unique amongst goliath druids as he has one level of ranger and his name is Goliath.

    Liberty's Edge

    Mathematically speaking, five goliath druids could work. Just throwin' that out.


    I've been selected for another Giantslayer game so I'm going to withdraw Sasha from this one thanks.


    Likewise, I was selected for the other Giantslayer game, and I'll be withdrawing Kahldek from this one as well. Have fun, folks!


    1 person marked this as a favorite.

    Time for another update. At this point I am sending out some follow up questions to help me decide. These are coming in private messages as they are sometimes specific questions. Keep an eye out in the next week in case.

    Characters Submitted

  • Xionia – Aasimar Possessed Oracle (Ridge)
  • Purg Pointysticks – Goblin Bolt Ace Gunslinger (ScorchedOne)
  • Cili – Dwarf Zen Archer Monk (eriktd)
  • Merdec Amberheart – Dwarf Stonelord Paladin (KoolKobold)
  • Thuradin Drakkenforge – Dwarf Warpriest of Torag (AJM4885)
  • Kahldek – Tiefling Warpriest of Sarenrae (CoffeeDragon)
  • Hilde Forgedottir – Dwarf Cleric of Bolka (John Woodford)
  • Lorcan O’dor – Dwarf Skirmisher-Wilderness Medic (Peachbottom)
  • Cidar Nowe – Elf Hexcrafter Magus (AGM Lemming)
  • ”Wild” - Gnome Wild Rager Barbarian (Trisane_Imphawke)
  • Aggghhh the Unclean - Dwarf Sorcerer (Phillip Gastone)
  • Yssani Tinker - Ratfolk Arcanist (Azrael Dukshi)
  • The Magician Zomeraand Human Wizard (Cuchulainn)
  • Randal Tullmoor - Human Brawler (Dread)
  • Grask the Thunder - Half-orc Thundercaller Bard (DeathQuaker)
  • Dormund Redhammer - Dwarf Primalist Bloodrager (-Karma-)
  • Hispip Cobbleboot - Gnome Sorcerer (Veniir)
  • Sasha Crask - Grimspawn Tiefling Scout Rogue (DBH)
  • Prank - Goblin Vexing Dodger Rogue (Ruin Explorer)
  • Ranhild Runeshield - Dwarf Skirnik Magus (Mark Thomas 66)
  • Vethorm of Trunau - Half-orc Rogue (Archpaladin Zousha)
  • Lilly Kaid - Dhampir Wildblooded Sorcerer (Dreadful)
  • Rosa Darkfell - Dwarf Goliath Druid (FairyGM)
  • Aneesha Kish - Changeling Goliath Druid (Storyteller Shadow)

    Concepts In Progress

  • Dolgrym Giantfoe – Dwarf Ranger (trawets71)
  • Goliath Druid (Crisischild)
  • Half-orc Mad Dog Barbarian (Ouachitonian)
  • Halfling Sling Specialist Fighter (Critzible)
  • Human Cartographer-Natural Philosopher Investigator (rdknight)
  • Halfling Mouser Swashbuckler (Dorian ‘Grey’)
  • Dhampir Necromancer Wizard (Dragoncat)

    Others Who Have Shown Interest

  • pad300
  • Violant

    Sasha Crask wrote:
    I've been selected for another Giantslayer game so I'm going to withdraw Sasha from this one thanks.
    Baerothad Anvilson wrote:
    Likewise, I was selected for the other Giantslayer game, and I'll be withdrawing Kahldek from this one as well. Have fun, folks!

    Understood and good luck to the other game!


  • I think I'm going to bow out of this one too. Have fun without me!


    This will be Dorian Grey's submission for this Giant stomping rampage of fun!

    Any questions, concerns, comments are of course welcome.

    Thank you for running!

    Remember that Size does indeed matter!


    Man there are a lot of awesome submissions!

    Liberty's Edge

    Working on a Northstrider clone using bloodrager and dragon disciple. Is bloody knuckled rowdy allowed as an archetype? Looks like it would not be. It is from a Pathfinder Player's Companion and none of those were listed.

    Character is done as is if Bloody knuckled rowdy is allowed. If not, then I will adjust to standard bloodrager.

    Also, I assume shikigami style is not allowed? Another Player Companion book.


    Brand the Bold wrote:

    Working on a Northstrider clone using bloodrager and dragon disciple. Is bloody knuckled rowdy allowed as an archetype? Looks like it would not be. It is from a Pathfinder Player's Companion and none of those were listed.

    Character is done as is if Bloody knuckled rowdy is allowed. If not, then I will adjust to standard bloodrager.

    Also, I assume shikigami style is not allowed? Another Player Companion book.

    Sorry, those sources were not on the list and I am avoiding allowing things not on the list as special exceptions.

    Liberty's Edge

    roger, i'll mainline it. No worries.


    tbh if I had the Adventure Path books I’d choose those not selected for this campaign. Gotta get them while I can

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