Larur Feldin

Kurgan Kegstalker's page

164 posts. Alias of Grumbaki.


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Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

I will bow out as well. While I enjoy hack and slash, it veers somewwhat too much towards that. There are players that is a better suit for and I won't take that slot.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Kurgan stood by his comrade with shield/spear in hand. If this went as violently as he feared it would then he would be ready.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

”Oi, captain.” Kurgan said. ”Before I run off, be there any other places here that need to be watched? I’d hate for the saboteur to do something like sink the ship or disable the…steering? Whatever it be called on a ship. Ye know, the thing?” He made the motion of steering a wheel to get his point across.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Hit: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage: 1d6 + 16 ⇒ (4) + 16 = 20

”Nay often a choke point works against the dwarves!” Kurgan remarked as he stabbed at the creature again.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Just flowery text, which is why I didn’t add the +2 to hit or include charging AC penalty. I’ll refrain from that in the future for clarity. And copied sneak attack over, a wasn’t sure if it could be applied should there be the possibility of a flank, so I got the dice rolls in. Please ignore as they were unnecessary


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Hit: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d6 + 16 ⇒ (4) + 16 = 20
Sneak Attack: 2d6 ⇒ (4, 5) = 9

AC: 10 (base) + 1 (Dex) + 4 (Shield) + 2 (Natural Armor) = AC17

Charging forward into the melee, Kurgan lowered his spear and put his full weight and momentum into the charge. Thanks to the fortifying power of his concoctions, he did this without a moment’s hesitation.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

2 week old at home, sorry it’s made my posting a little slow. Thanks to speed sheathe, swift action to put potion of expeditious retreat in hand, and with accelerated drinker, move action to drink it. Now with movement 55, heading towards sound of conflict

Hearing that there was some sort of monster aboard, Kurgan chugged down a bottle of spirits. Given the enchantments placed upon it, the fortifying drink filled him with the ability to move and speeds unknown to all but a handful of Dwarven desert monks. Weapon in hand he charged forth.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Kurgan sighed. No time to wear armor and whatever was happening would not let him sleep. He pulled out a flask and chugged it down. The dwarf shuddered and shook his head as the strong alcohol went down.

Drinking mutagen for bonus strength and natural armor, move to A1. Can’t move on map ATM, anyone can feel free to move him


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Initiative: 1d20 + 1 ⇒ (2) + 1 = 3

Kurgan spent his time below deck, working on his concoctions and trying his best to avoid memories of nearly drowning. He remained out of his armor, but kept his tools (and weapon) nearby. Nearly dying had a way of making one feel very aware of his mortality.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

CLW: 1d8 + 4 ⇒ (7) + 4 = 11
CLW: 1d8 + 4 ⇒ (5) + 4 = 9

20/21 damage healed

Safely aboard the ship, Kurgan went straight for his backpack, holding his bleeding side as he did so. He quickly pulled out a pair of bottles and began chugging them down. The alcohol content was sadly minimal. If anything, it was the type of drink a young human girl would order at a bar. But that wasn’t the point of them, for drinking them caused his wounds to knit and close, leaving behind naught but a large bruise. Deciding to keep the last bottle for when ti would be needed, he contented himself for just sprawling out on the floor, glad to be out of the cursed water!

”Oi!” He said, still lying down. In Dwarven he added ”Thanks to the sons of stone! That would have been an unworthy grave.” He finished, giving everyone a thumb’s up from his prone position.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Swim: 1d20 + 3 ⇒ (18) + 3 = 21

For once, Kurgan managed to break through the water, which turned red in his wake. He grabbed for the rope, so that he could be pulled back to the ship. As he did so he saw his brother battling the crocs like a hero from the sagas. He wanted to swim over to join the battle but knew that it would be pointless. He was unarmed, any magic he had was tied up in the production of alcohol, and even worse, he didn’t actually know how to swim. The best he could do was to remove himself as a liability.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Swim: 1d20 + 3 ⇒ (8) + 3 = 11

Being unarmed, unarmored and wounded, all Kurgan could do was yell a hurried thanks to his brother as he flopped and flailed his way towards the rope.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Str: 1d20 + 3 ⇒ (8) + 3 = 11
Thats not good

Break Free?: 1d20 + 7 ⇒ (14) + 7 = 21

A long line of water went through the air, twirling as it did so. This was from Kurgan’s beard which was full of water when the croc went into the aptly named death roll.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Grapple: 1d20 + 7 ⇒ (8) + 7 = 15

Swim: 1d20 + 3 ⇒ (7) + 3 = 10

Kurgan valiantly tried to break free while retaining his grip on the rope.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Grabbing the rope, the dwarf tried to call out for his brother to be saved. All that came out was gurgling and coughing as his lungs took on a life of their own as the water was forcefully expelled.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Both seem like they will drown at this rate.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Swim: 1d20 + 3 ⇒ (4) + 3 = 7

”Broth-“ He called out, causing him to swallow water. Panicking he quickly began to sink.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Swim: 1d20 + 3 ⇒ (7) + 3 = 10

Unarmed and unarmored, there was naught the dwarf could do to defend himself. Panicking, he flopped around in the water, brute forcing himself back towards the ship. Drowning was very low on the list of acceptable ways to die!


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

”Foooook…” He cursed as he went overboard.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Ref: 1d20 + 6 ⇒ (4) + 6 = 10

Unsteady on his feet due to the water (or so he would claim), Kurgan was not exactly what one would call helpful. He was brute forcing the pulling of the net and was in no way ready for it breaking…


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Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

”Experience, on a boat?” Kurgan scoffed. ”Must have mistaken us for very short and handsome humans.” He shook his head. ”Will stay in the common areas, nay problem. Will pitch in if something needs done.”


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

”Aye. Best to walk the roads of our ancestors than to fall into the sky.” Kurgan said.


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Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

<In best Sigmund Freud voice>

“Those were rorschach blots and they were supposed to look like your mother. Now lie down and let’s talk”


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

It opens for me


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

I call grudgeful. That's one of them, right?


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

”Aye then. Let’s calculate how much supplies we will need for the journey and get started.” Kurgan said, right before he drained his mug. ”And let’s hope these reincarnated Druids be willing to talk and work for us.“ He added as he put the mug down and poked at the hammer that lay on the table.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

"Boats and druids." Kurgan said. "Sounds like a job for elves." He added dryly and with a slight smirk. Taking a drink himself, he put the mug down. "But killing giants is dwarven work, eh?" Having worked with Ironbeard's forces before, he knew that he didn't have to haggle on payment. He had been summoned and glory would be brought to Clan and Hold. He elbowed his brother in the side and added "What do'ya think? This artifact hammer going to be made out of wood or what?"


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Have to agree with everything Biruta said. For background skills, I personally like to grab things like "profession miner" and the like. Things like that which are in-character and are fun. However, that does little for classes which only get 2 skill points per level (such a huge design flaw, IMO). So I'm more than happy with the ruling for this campaign.


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Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Yeah! That guy. Next thing we’ll learn that he didn’t even read my amazing 90 page backstory.

It was a dark night. Lightning split the sky when he was born. There was a proph-wait! Come back! I didn’t even get to the part where his parents died!


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

I’d prefer google docs. I’ve done both and it just feels easier to me.

Also thank you for the selection. Looking forward to gaming with everyone.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Drink Hail! Wassail for all!

That is to say, dot.


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My apologies on missing Ivar. He will be included in the next iteration.


My apologies for missing him, and thank you for letting me know while I could still edit. It would have sucked to have had to redo half of it again.


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

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

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

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

* Robert Henry: Brunner Hammerfell
- Fighter/Unchained rogue (dual dwarven warshields)
- Son of a paladin and cleric of Torag, with older siblings who followed in their footsteps. After asking 'why' too many times, was sent to train with the finest burglars of Janderhoff. Works as a trapfinder and combatant.

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

* Rdknight: Biruta Rovesdam
- Lore Warden Fighter / Natural Philosopher adn Cartographer Investigator
- Investigator with the Natural Philosopher and Cartographer archetypes, paired with Lore Warden Fighter
- Comes from a mining camp, lost her parents in a raid. Now works as a guide and seeks revenge.

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

Sadly this is where quoting runs out of space. Bleh! Still, I like reading the backstories of the applicants too much to cut them out.

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

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

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

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

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

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

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

* Malinor: Crastor Deems
- Fighter/Wizard
- Raised by scholars. During his apprenticeship, his parents died in a frost giant raid. Swore vengeance, took up his grandfather's axe, and branched out his studies to learn how to use said axe.

* SirLongears: Urmir Dagrog
- Brawler Fighter / Beast-Wrestler Brawler
- He is a seasoned fighter from the land of the linnorm kings, used to fight plenty of trolls coming from Irrisen.


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


For a Dex Build.

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

Total cost: 1420 gold.

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

For the future though…

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

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


Glade Wolf wrote:

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

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

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

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

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

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


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

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

----------

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

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

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

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

He also is using this: A spear-shield

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

----------

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

* Duhwoo: Grumpy
- Fighter/Gunslinger?

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

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

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

---------

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


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

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

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

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

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

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

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

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

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

Character Concepts
* Malinor: Fighter/Wizard in heavy armor
* Phillip Gastone: Fighter/Bard
* Djack Nymball: Fighter/Bard
* Andostre: Fighter/Inquisitor
* Mightypion: Fighter/Alchemist (alcohol) Fighter/Skald (drummer) Fighter/Cleric (worships fire elemental, potentially of swamp castle) Fighter/White Haired Witch (mighty mustache)
* stormraven: Fighter/White Haired Witch (beard strangler)
* Ouachitonian: Phalanx Warrior/Stonelord
* Gladewolf: Fighter/Arcanist
* Rabscuttle: Fighter/Oracle


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Making potions (costs gold). For an extra 10gc per potion, they have +1 CL and count as strong alcohol.

Have infusion discovery, so extracts can be used for allies. One extract per spell slot counts as strong alcohol at +1 CL. Due to infusion can share these.

So yeah. More than happy to share said strong alcohol to the party.


Glad to hear that potion crafting will be allowed. Got to supply the party with alcoholic drinks somehow, and if said drinks also cause things like enlarge person, shield, expeditious retreat, etc? Well, he'd be glad to take gold (at cost) for drinks on demand. An adventuring brewer/bartender. Also more than happy to hand out extracts as people want them. The more the merrier when it comes to enjoying his creations. If Kurgan is in, just tell him what spells you want each day and he'll prepare them.

And I look forward to seeing what Brighid does. Forgepriest is a great archetype for getting that blacksmith feel down when adventuring, even when not using crafting skills.


Djack Nymball wrote:
trawets71 wrote:
Twin Thunders Flurry lets you trip up to huge giants. I don't know if enlarge person would you let do larger giants.
Nice... But, so many requirements.

Not really…

(1) Dwarf or gnome; defensive training racial trait;
Get this from race.

(2) Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature;
* Get this from monk to save 2 feats

(3) Twin Thunders; Weapon Focus with both wielded weapons;
* 2 feats

(4) base attack bonus +6.

Can use a blunt monk weapon, or any blunt weapon with versatile design.

Also really cool feat. Didn’t know it existed.


Post above updated.

For tripping giants, the only way I know how is...

Harder They Fall. Need someone who has this to do aid another, letting you make the trip. Therefore...weapon master fighter (level 3 weapon training), and take the feat advanced weapon training for: Fighter’s Tactics (Ex) All of the fighter’s allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus)

Then for your second class, have one that gives you either a familiar or an animal companion. Have said familiar/animal companion use aid another. This would let you trip up to huge enemies. Cast enlarge person (or giantform or the like) on yourself for even larger enemies to trip. True strike is also useful due to high CMD. Getting +20 insight bonus can really help out.

Thematically it would actually fit pretty well, using your familiar/animal companion to help you trip something so much larger than yourself.


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

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

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

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

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

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

Character Concepts
* Malinor: Fighter/Wizard in heavy armor
* Phillip Gastone: Fighter/Bard
* Djack Nymball: Fighter/Bard
* Andostre: Fighter/Inquisitor
* Mightypion: Fighter/Alchemist (alcohol) Fighter/Skald (drummer) Fighter/Cleric (worships fire elemental, potentially of swamp castle) Fighter/White Haired Witch (mighty mustache)
* stormraven: Fighter/White Haired Witch (beard strangler)
* Ouachitonian: Phalanx Warrior/Stonelord
* Dorian 'Grey': Fighter/Goliath Druid


Muleback cords are a great idea, especially with ABP. There is also darkwood for the warshields. +80 gold and they are half weight.

And there is the combat trait muscle of the society.
“Your intense training has taught you how to infiltrate otherwise inaccessible ruins and extract their treasures without too much exertion.

Benefit: You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.”

Throw in a masterwork backpack (50 gold) for another +1 bonus to strength for carry capacity.

Having Str16 for carry capacity is not bad.


Dwarven warshields? Awesome. As for the AC:

"If you have the Two-Weapon Fighting feat and are wielding two dwarven war-shields, increase the higher of the two shield bonuses by 1. You lose this benefit for 1 round when you make a shield bash with one or both dwarven war-shields (unless you have the Improved Shield Bash feat or a similar benefit). A hand holding a dwarven war-shield can’t be used for anything else. A dwarven war-shield gains no benefit from shield spikes."

Normally they are just +1 AC. If you have two, with two-weapon fighting and improved shield bash, then they give you +2 AC. Then the ABP enchantment makes it +3 AC, and the two weapon defense is +4 AC. So pretty tanky.

Also, for being a switch hitter...throwing shield. Only costs 50 gold. Makes your dwarven warshields a thrown weapon. Makes feats like weapon focus and weapon specialization work in melee and ranged and means that you don't need a second weapon training category. Instead, options like focused weapon, trained weapon, and trained initiative, can be used instead. Or even just weapon specialist, given how feat intensive this can be. Throw in returning or a blinkback belt? He's set.

Just throwing it out there as a way of helping with the issue of only having two hands. Putting away both shields and pulling out a bow or the like and then pulling both shields out can get tricky. It does mean, however, that a weapon cord(s) would no longer be as useful.

-----

As for archetype...armor training actually does sound useful. From the top of my head...

Masterwork Breastplate (350 gold) with Armored Kilt (20 gold) for Heavy Armor. +7 AC, +3 Max Dex, -3 ACP. Armor training makes it +4 Max and -2 ACP. Could be reduced further with armored expert and nimble modification if so desired.

Or...Masterwork Chain Shirt (250 gold) with Armored Kilt (20 gold) for Medium Armor. +5 AC, +4 Max Dex, -1 ACP. With armor training making it +5 Max Dex and -0 ACP. Given that this is ABP, can always upgrade to a breastplate once enough fighter levels are gained to make the ACP less.

But yeah...weapon master is great if you are focusing on just that weapon. And mutation warrior can give +4 Dex, which for a fighter/rogue is a great buff to have.


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

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

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

Character Concepts
* Robert Henry: Fighter/Unchained Rogue
* Malinor: Fighter/Wizard in heavy armor
* Phillip Gastone: Fighter/Bard
* Djack Nymball: Fighter/Bard
* Andostre: Fighter/Inquisitor
* trawets71: Fighter/Ranger
* Mightypion: Fighter/Alchemist (alcohol) Fighter/Skald (drummer) Fighter/Cleric (worships fire elemental, potentially of swamp castle) Fighter/White Haired Witch (mighty mustache)
* stormraven: Fighter/White Haired Witch (beard strangler)
* Ouachitonian: Phalanx Warrior/Stonelord
* Dorian 'Grey': Fighter/Goliath Druid


Made a change to Kurgan's build. He now has craft wondrous items, so he can start with a flask of endless ale.

Now, is it as good as plate armor? No. Not at all. But I was thinking about how he'd be making enough alcohol for all of his experiments with a full day of adventuring, and the math wasn't mathing. But with this? This, he can experiment using the flask and whatever ingredients he finds. That, and it means 1 gallon of ale being pourable per round. So while mechanically it isn't the 'best', flavor wise it completely is.

Also, assuming that he is in the party, he will happily use anyone's left over gold to make alcoholic potions (+1 CL and counts as alcohol). With spells such as CLW, shield, expeditious retreat, and barkskin.

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