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About GoliathGoliath, armored and enlarged for battle. Goliath
Levels:
Level 1 Gestalt: Barbarian (Armored Hulk)/Druid (Goliath) Level 1 Feat: Power Attack Favored Class Bonus: +1/3 Wildshape Natural Armor Druid Tracked Resources:
Swift Action Enlarge: 6/6 Domain Spells: Enlarge Person 1/1 Orisons: Create Water; Guidance; Purify Food and Drink
Barbarian Tracked Resources:
Rage: 6/6 Half-Orc:
Medium Humanoid +2 to one ability score (Strength) Darkvision: See in dark 60' Intimidating: +2 intimidate checks Orc Blood: Count as human and orc Orc ferocity: Counts and Human and Orc for effects related to race. Orcish Weapon Familiarity: Proficient w/ greataxe, falcions, any weapon with "orc" in its name. Barbarian:
Archetype: Armored Hulk Armor Proficiency: Heavy; Shields Weapon Proficiency: Martial Indomitable Stance (Ex):
Unchained Rage (Free action): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Druid:
Archetype: Goliath Druid Class Skills: A goliath druid gains Bluff, Diplomacy, and Knowledge (local) as class skills, but does not gain Craft, Profession, and Ride as class skills. 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. This ability replaces nature sense. Primal Bond (Ex): When a goliath druid forms a nature bond, if she selects a cleric domain, she must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, or Rage subdomains. If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn’t of the humanoid type. This ability alters nature bond. Primal Empathy (Ex): A goliath druid’s wild empathy functions only with creatures that are Large or larger. This ability alters wild empathy. Primal Summons: A goliath druid adds the following creatures to the list of creatures she can normally summon using summon nature’s ally spells.
Wild Empathy (Ex): 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 (see Using Skills). 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 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.
Feats:
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Traits:
Bred for War (Race): You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall. Devotee of the Green (Faith):Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you. Stolen Fury (Campaign): When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.
Gear:
TBD Party Loot:
TBD Goliath:
1. What is your character’s name? Goliath Stormborn. 2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents?
7. Do you have any other family or friends?
8. What is your character’s marital status?
8A: kids?
Alona and Wildcat: Human females, 12 years old. Aiyana and Goliath's twin daughters. Too young to directly join in the fight against demons, they help out around the city 9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
15. Why does your character adventure?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?
==================== They found the boy at the mouth of a cave in the Stony mountains of northwest Varisia. Some feared the half-orc but Atsila, the clan’s shaman, commanded the infant to be taken in. As difficult as it was for such a small group to survive in the demon-tainted Broken Lands, much of the group thought it was lucky to find another to add to their numbers. The child was named Goliath, and he rapidly grew into his name. Taller and heavier than anyone else in the clan by the time he was twelve, Goliath was a much-needed addition to the clans’ warriors. He also had a penchant for druidic magic. The clan had wandered over much of the Broken Lands and Eye of Dread, trying to eke out a living in areas either too hostile for soft peoples or to barren to support larger groups, never staying in one place for more than a few weeks. Around Goliath’s twelfth year, Atsila guided the group less and less further afield, slowly spiraling towards Nerosyan, the city stationed where Mendev, Numeria, and the cursed Worldwound meet. Not all members of the clan were happy with staying in such proximity to a civilized city, but to Goliath it felt right – not that a boy had any say in the movements of the clan. The shaman felt sprits calling them deeper into the Worldwound. Goliath felt the call as well. After gathering supplies in Nerosyan, the Uleyov Shadde-Quah began the dangerous trek up the West Sellen River on the boarder of Mendev and the Worldwound towards Kenabres. After three days and as many attacks by small groups of weak demons, much of the clan put their collective foot down. Most had no desire to head in this direction to begin with, and what could be gained from battling demons? Was their life not hard enough as it was? Their respect for their shamanic leader would only take them so far and after much debate, Atsila relented and agreed to return them to more hospitable lands, at least by their standards. They made camp for the night but would not have a chance to return from whence they came. An alarm was raised late that night when the watchman, Eharee, was found dead, gruesomely torn apart by the mighty claws of an unknown creature. Goliath and a newborn girl were nowhere to be found. The clan’s hunters quickly found a trail leading deeper into the demon’s land, and they gathered their arms and set off to rescue the two missing children.
Chanting and dancing. Strange smelling incense. Pain. Fear. Standing by the head of the alter, a cloaked being sang, a mighty hammer in its hands. Lit braziers spaced around the floor of the crater cast awful shadows across anything Goliath could see. He could hear his cousin screaming and feel her wriggling on the alter next to him. Suddenly, all was silent. The thing at the head of the alter raised its hammer, spoke a single, unknown word, and brought it down with all its might, intent on crushing the helpless boy’s skull. There was a deafening peal of shattering crystal and a flash of blinding light. His ears ringing, the only thing the boy could see was the afterimage burned into his vision of whatever had made the flash of light: a massive phantasmal oak tree. He lay there in the dark and silence for some time, wondering if he was dead. Slowly, his eyes adjusted to the darkness and the stars overhead showed themselves one by one, starting with the brightest. His cousins wriggling woke him from his stupor, and he sat and looked at what fate had befallen their captors. The crater was dark, the braziers extinguished. All around him, where there had been men or orcs or whatever race they were, were only bushes and brambles. The once barren crater had been filled, taken over by huge roots and dense vegetation. The corpses of his captors were impaled on gigantic thorns, their bodies already looked to be mostly decomposed. The hammer meant to destroy him was rusted and broken, already breaking down to its base components and returning to the earth. Despite everything, he was no longer afraid. A clean, white heat burned in his heart, perhaps a gift from whoever had saved them. With uncanny ease, he broke through his bonds and gathered up his cousin. He left the alter, walking through the brambles towards the purpling sky that promised sunrise. As dawn broke, Goliath crested the lip of the crater with his infant cousin in his arms and a new connection to the land. The loss of Eharee in the night raid was great, but the clan saw the children’s survival as a sign that they were indeed meant to be there, and they abandoned their plan to return to the south and continued northeast along the river to Kenabres. Some twenty years have passed since their arrival in the besieged town. Goliath married and had three children. Goliath has made a name for himself as a fearsome fighter, his deep connection to earthly magics allowing him to grow to monstrous size in the heat of combat and literally crush the demons that would challenge him.
Useful Dice:
TBD |