Recruitment for GiantSlayer


Recruitment

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And here is my character, Grok.

He is an Oread Titan Fighter. He uses a Large size greatsword and specializes in fighting giants. More background will come soon, and I will make a full alias if selected.

I have a couple of questions/requests.
The character is an Oread, they are typically kind of short. I took the Giant-Blooded campaign trait. Would it be possible to have the physical giant blood changes be that I am really big? I put down 6'2" and 350lbs to reflect this, but I will change to Oread standards if needed. The RP visuals idea is that Grok looks almost like a gigantic stone carving of a dwarf, encrusted with semiprecious gems.

The second question is also related. With 13 int, as an Oread, I do not have access to Giant as a bonus language. Would you allow Giant as a starting language due to the heritage?

Silver Crusade

are we allowed drawbacks?
Edited: I derped.
I do believe I am going to be quite happy with my judo master- this or a martial artist, still not quite sure, the backstory is growing to be quite intriguing.

judo master of giant throwing:

Human monk Maneuver Master/ underfoot adept
traits-, dwarf-trained, Iron fist
Stats-
Str: 18 (16+2)
Dex: 12
Con: 12
Int: 10
Wis: 16
Cha: 7

Feats-
1- racial heritage (halfling), Improved trip(free), combat reflexes,

gear: unfinished

skills-
perception-1
Acrobatics-1
climb-1
sense motive-1
heal-1

general idea- He grew up amongst a dwarf community in the mountain range near tranu, he was trained by the few monks they had as he was a child found as an orphan and taken in by the temple. Being trained by dwarves was a large boon for his abilities as their rigid discipline would mesh well with the life of a monk. eventually sets out to prove his worth/find parents/increase his abilities(seeking perfection)/take a message to a dear friend of one of his mentors living in tranu. whether or Not I choose martial artist or Maneuver master won't affect the background much. full story in a couple days


Racial Heritage is a feat, not a trait.

Silver Crusade

pffft, whata you talkin about mayyn, comooon,


Dotting interest. I'm thinking either a Dwarvish Paladin or Bard. In a 6 person Party, Bards are worth their weight in gold.

Scarab Sages

Really interested in a Giantslayer. Here is my submission. Still needs equipment and fleshing out the background a little, but the plan is to take her Mystic Theurge at 4 and be the face/healer/controller with a focus on Enchantments.

Karra:
Karra
Female aasimar cleric of Nethys 1 (Pathfinder RPG Advanced Race Guide 84)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +3
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Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 7 (1d8-1)
Fort +1, Ref -1, Will +6; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey
Resist acid 5, cold 5, electricity 5
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Offense
--------------------
Speed 30 ft.
Melee (S) mwk dagger -2 (1d3-1/19-20)
Special Attacks channel positive energy 7/day (DC 14, 1d6), hand of the acolyte (6/day)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1—corruption resistance (vs evil hr/lvl on self) (DC 16)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—augury
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, command (DC 14), identify[D]
. . 0 (at will)—detect magic, read magic, stabilize
. . D Domain spell; Domains Fate inquisition, Magic
--------------------
Statistics
--------------------
Str 8, Dex 8, Con 9, Int 16, Wis 16, Cha 18
Base Atk +0; CMB -1; CMD 8
Feats Noble Scion Of War[ISWG]
Traits mediator, traditionalist, trunau native
Skills Diplomacy +9, Knowledge (arcana) +7, Knowledge (local) +8, Knowledge (religion) +7, Profession (merchant) +7, Sense Motive +5
Languages Celestial, Common, Draconic, Dwarven, Sylvan
SQ fey-taken, truespeaker
Other Gear mwk dagger, 150 gp
--------------------
Special Abilities
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Cleric Channel Positive Energy 1d6 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fate Inquisition) Deities: Nethys, Norgorber, Pharasma.

Granted Powers: Fate is a powerful tool for those who dole out justice for their deity. You can read the strands of fate, and those strands guide your endeavors.
Cleric Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Hand of the Acolyte (6/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Mediator +1 DC for [charm/compulsion] effects that result in peaceful acts & don't give ongoing control.
Truespeaker Learn two languages for each rank you put in Linguistics.

--------------------

Background (WIP)
Karra has had a rough life. At an early age her family was taken captive by a band of raiding Orcs. She lost both of her parents during their captivity and while she escaped with her life she was not unscathed. Aside from the emotional truama, the Orcs had broken her legs beyond repair. Broken and near dead, only her force of will driving her on, she ran into a caravan of merchants who took her in and cared for her until they reached their destination of Trunau. There she found a life. Although a young adult by human standards she was still a child. However, her apparent celestial heritage and innate magical talent, in addition to her beauty quickly found her a place in town at Agrit's House of Wonders. When not assisting the militia on her watch, or learning more about the arcane from Agrit, Karra routinly works in the Countinghouse and dealing with merchants. As such, overtime she has also been sent on trade routes as needed, due to her skills of diplomacy.

Apperance
Karra is a beautifl, petite woman. She has shoulder length blonde hair, that almost has a metallic golden sheen to it and entrancing hazel eyes. She commonly wears dresses and gowns to help disguise her less than functional legs.

Personality
Karra is extremely easy to get along with and very personable. Despite her rough start in life her strength of will and high hopes, tied with her celestial heritage gives her a positive outlook on life. Even with the hardships of Trunau Karra can routinely be seen helping to bolster morale and keep spirits high. She enjoys helping others and feels that with the abilities she has been granted since birth it is her duty to try and help and protect others. Since she doesn't have the physical prowess she instead relies on her wit, smarts and charm to solve problems.


Here is my idea for play. He is a Suli Bloodrager with the Element of Earth chosen for both his race and class. If picked I can flesh out his backstory a little more and tweak some things. Trying to complete this between work and home stuff. Thanks! Hope you enjoy and good luck to everyone!

Slate Feldspar:
Slate Feldspar
Sulis Bloodrager 1
Chaotic Good Medium Native Outsider (Sulis)
Deities: Gorum & Nethys
Age: 19
Height: 6’-5” Weight: 220lbs
Init +3; Senses low-light vision; Perception +1
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Defense
--------------------
AC 13, touch 11, flat-footed 12 (+1 Dex), AC(Rage) 11, touch 9, flat-footed 10
HP 13 (1d10+3), HP(Rage): 15
Fort +4, Ref +1, Will +1, Will(Rage) +3
Studded Leather Armor
--------------------
Offense
--------------------
Speed: 30 ft., Speed(Rage): 40 ft.
Special Attacks:
Elemental Assault (Su) [Acid]: Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
*While Blooraging - Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type.

Greataxe: Att: +5, Dmg: 1d12+6, Crit: x3
Greataxe w/Power Attack: Att: +4, Dmg: 1d12+,9 Crit: x3
Greataxe w/PA & Rage: Att: +6, Dmg: 1d12+12, Crit: x3
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 9, Wis 12, Cha 16
Base Atk +1; CMB +5; CMD 16
Feats Power Attack
Traits Dwarf Trained, Dragonfoe
Skills Acrobatics +5 , Bluff +3, Climb +9, Diplomacy +5, Intimidate +3, Knowledge (arcana) +3, Perception +1, Spellcraft +3, Survival +1, Swim +4
Languages Sulis, Common
Other Gear 60 gp
--------------------
Special Abilities
--------------------
Energy Strike (Su) [Earth]: A Suli with this racial trait has a stronger connection to one energy type than to the other three used by Sulis. Choose one energy type: acid, cold, electricity, or fire. The Suli's elemental assault ability can only deal energy damage of this type. The Suli has resistance 5 to this energy type and no racial resistance to the other three types. While her elemental assault is active, the Suli gains an additional ability based on the chosen energy type.
Earthfoot (acid): Whenever the Suli moves through difficult terrain related to earth and stone (rubble, mud, sand, and so on), she may move through 5 feet of that difficult terrain each round as if it were normal terrain. This allows the Suli to take a 5-foot step into that difficult terrain. Other kinds of difficult terrain (ice, caltrops, foliage, and so on) affect the Suli normally.
Energy Resistance 5: Sulis has resistance to acid 5.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Bloodline [Elemental]: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

Bloodline Power when raging:
Earth Acid Burrow 30 feet
Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. 6/day

Fast Movement (Ex): A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.

Background:
Slate Feldspar was left abandoned as an infant outside of the gates of Janderhoff on a dark night. He is the offspring of a human and jann. His human mother was killed and his genie father deposited him at the front gates. A single note was left with Slate. It read: “Slate Feldspar son of the earth.” Found by a patrol that night, Slate was taken into the city where clerics of Torag communed with their god to find the meaning behind the words son of the earth.

After many hours of prayer a glimpse of Slates life was bestowed to the clerics. His deep connection to the earth was revealed and the dwarves of Janderhoff decided to adopt him as one of their own. As he grew he came to learn many things about himself including his innate ability to resist acid and understand the earth. The role of fighting came naturally to him yet he always felt attuned with the elements and that of magic. His anger though was always something the dwarves could not train out of him. They found that he could be as violent as a storm or as steady as the earth. His emotions always showing on him.

When he came of age Slate began making trading runs to Trunau. He acted as a guard for the caravans. Eventually Slate decided to leave Janderhoff and settle in Trunau, believing that he could hone his fighting ability against his peoples most hated foes, the orcs and denizens of the Mindspin Mountains. He now works as a guard in Trunau pulling his weight and earning his keep slaughtering the regions deadly foes.

Appearance: Slate Feldspar stands 6’-5” and weighs 210lbs. His skin has a very dark quality to it with an almost hard rocky look even though his skin is not rough. He has brown eyes and his head is shaved. In honor of his adoptive parents Slate wears a neatly trimmed beard of pure black. Slate wears his emotions on his sleeve never truly able to hide how he is feeling. This comes from the torrent of elements within his body. Slate is steadfast and loyal when it comes to fighting. He will never leave a comrade behind even if it means giving his life. He holds a lot of the same beliefs that the dwarves hold however his choice in deities comes from his occupation and internal magical aptitude which has yet to be explored.


There are a lot of interesting ideas for play posted already! I really like Karra's background also!


Added Background:
Slate works under Jagrin Grath and his sons. He fell in will them after showing off his fighting prowess on one particular raid. Slate also has begun talking to Agrit Staginsdar about the feelings he has inside having to do with magic. He also appreciates that someone else from Janderhoff resides within this town. He has though Agrit also started talking to Sara about her wares and has had her repair his greataxe in multiple occasions.

Grand Lodge

Hey there! I'd like to submit Halcyon the Arcanist here for consideration.

I have just about everything done except items, which I shall take care of ASAP.

Grand Lodge

Hello again, DM Mathpro! Just giving an update to let you know that I've finished writing Songan's history for Giantslayer. I've updated the profile with the relevant information but, for ease of your perusal, I'm going to spoiler it here. If you have a moment I'd appreciate if you'd give it a read and let me know what you think.

Songan's Background:
Songan Eyata was rare among the people in the entire country of Lastwall, much more so the small town of Firrine that lies near the border of the Hold of Belzken, west of Vigil. In all his life, he'd seen another catfolk only a handful of times, usually members of his race who were simply passing through on their way to some other quest.

Songan has never been sure of his origins...he has been alone for as long as he can remember. As a youngster, he was forced to fend for himself, finding food and other necessities where he could, often finding himself on the wrong side of the local authorities. As time passed, however, many residents In the community he calls home began to talk to the solitary catfolk and, in the years hence, he's been more-or-less adopted by all the families there and they were all determined to see him raised well. Of course, it didn't stop him from getting into some measure of trouble, as orphans are wont to do; stll, the ultimate goodheartedness of the locals left a lasting impression on him and even though he's still occasionally found himself on the wrong side of the law, his life as an older child and teenager has been a great deal better than when he was very young.

Of course, he was not without his fantasies...for Songan, who has spent a fair portion of his life in relatively isolated obscurity, that fantasy has always been to be an explorer. He has often read of the exploits of the Pathfinders, daring adventurers who find their way into places unseen by mortal sentients for hundreds or thousands of years, and found himself fantasizing about being a member of their ranks and exploring the places they have explored, finding artifacts lost to civilization since time immemorial. It is with that motivation that he has moved to finally seek his fortune in life, and though he doesn't know a great deal about true exploration yet, he has learned enough about magical traditions and arcana that he feels he could recognize an artifact if he saw one.

Convinced that his best chance of finding his fortune will be to explore one of the nearby mountain ranges, and nearly immediately ruling out the Hungry Mountains for its proximity to Gallowspire, he has decided that his best and most immediate chance is going to come from the Mindspin Mountains in the Hold of Belzken, hoping that the presence of orcs, giants and other dangers not quite so severe as Tar Baphon have kept a great many explorers out of the area.

With that goal in mind, Songan purchased the supplies he felt would be beneficial in the starting of this new journey and headed out from Firrine with the goal of reaching Trunau in the Hold of Belzken and using it as a springboard to get him into the Mindspin Mountains, where he would attain his goal of finding fame and fortune...or die trying.


Here is my ranger, he will be going into skirmisher and wild shadow archetypes

let me know what you think.


Mathpro, long time no see. I am going to take a look at the player's guide and see what springs to mind. I should have something solid in a few days.


Almost done, just working on background. Any hints on my application?


Fesk the Sibilant Shadow

Wayang Magus (Kensai)

Resident of Trunau, was originally a refugee who proved himself to be a very capable scout and spy.


This is Cartmanbeck, I made a profile for Racket. :)

Scarab Sages

Slate Feldspar wrote:
There are a lot of interesting ideas for play posted already! I really like Karra's background also!

Thanks! :) Still needs a little fleshing out but it has the over arching points in there.


I would like to throw my hat into the ring for party healer. All of stat's can be found in this post, as well as this alias. Any feedback would be greatly appreciated.

Roseline Groundsower:

Roseline
Female Half-Orc Cleric of Gozreh 1
CN Medium Humaniod (Human, Orc)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 10 (1d8+2)
Fort +3, Ref +0, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Shortspear +0 (1d6+1/x2)
Ranged
Sling +0 (1d4+1/x2)
Special Attacks channel positive energy 5/day (DC 13, 1d6); storm burst +0 (7/day, 1d6); enlarge (7/day)
Cleric Spells Prepared (CL 1st; concentration +5)
..1st - Bless, Divine Favor, Enlarge Person[D]
..0 (at will) - Create Water, Mending, Purify Food and Drink (DC 14)
..D Domain Spell; Domains Growth, Weather

--------------------
Statistics
--------------------
Str 12, Dex 11, Con 12, Int 10, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 11
Feats Selective Channeling
Traits Sacred Conduit, Trunau Native
Skills Diplomacy +6, Profession (farmer) +8
Languages Common, Orc
SQ aura, orc blood, weapon familiarity
Combat Gear Shortspear, Sling with 30 sling bullets, potion of cure light wounds, scroll of remove fear;
Other Gear backpack, bedroll, belt pouch, candle (10), flint and steel, holy text, masterwork dagger, mess kit, pot, rope (50 ft), soap, spell component pouch, studded leather, torch, trail rations (5), wooden holy symbol, 25 gp, 7 sp

--------------------
Special Abilities
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Channel Energy (SU): Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision Half-orcs can see in the dark up to 60 feet.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Intimidating Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, she can fight on for one more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying.
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Storm Burst (Sp):
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Trunau Native: You were born and raised in the town of Trunau, one of the few human settlements in the orc dominated Hold of Belkzen. Orc attacks are an ever-present threat, and like all Trunauans, you have made the Standing Vow: to hold Trunau against all attackers, orc or otherwise, to stand your ground, and to live free or die trying. Upon coming of age, you were given a hopeknife—a small, sheathed dagger, usually worn on a chain under your clothes—and taught how to use it to take your own life to avoid capture by orcs, or to grant the mercy of a quick death to the wounded. As a native, you have served in Trunau’s militia, and fought alongside Patrol Captains Kurst and Rodrik Grath. You begin play with a hopeknife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Backstory:
There are three things all Trunau natives fear: Orc raids, famine, and the anger of Roseline Groundsower. Born in the heart and chaos of a terrible storm, Roseline has always been considered by the townsfolk as a personal storm herself. As young as three, she felt more at home in the fields of Trunau, than the training drills she endured. Raised only by her mother, Rose's life should have been that of a simple townsfolk who married young and raised her children under the looming threat of orc raids. However that was not the case.

When Roseline was young, she lost her temper against a childhood bully who was teasing her about not having a father. She accidentally summoned a lightening storm, which struck the boy. He was fine, however the manifested power required the Council of Defenders to step in. After several long weeks, The council found her to not be a threat, but she would need to learn how to control her abilities. Everyday for five years Roseline was sent to mediate with Silvermane, the local druid who watched over the Hopespring.

While Silvermane did not say anything to Roseline, she did learn how to control her aggressive tendencies, instead turning that destructive prowess into a green thumb. Most anything that Roseline plants grows significantly larger than other plants from the same harvest.


Personality:
Roseline is a sweet half-orc with an effusive love of the world. She is excited to play matchmaker for her friends and dreams of the day that she'll find her true love. Life in general delights her, and Roseline is quick to heal any injuries that she sees, even if she doesn't know the person. The village council has had to bring her before them to ask her to stop bringing dangerous (but injured) animals to Trunau to nurse back to health, but she continues to do so to this day. One of her recent pets, a baby owlbear she discovered, lives outside Trunau and she visits him as time permits. Her sweetness has gotten her in trouble before, as newcomers take her heritage as a sign of danger.

Her sweetness carries a rage of its own, and she is equally quick to jump to defend the innocent or, more important, inflict punishment on those that take advantage of and injure others. Once she had determined that someone has crossed a line, be it through animal abuse or bullying, she does not stop before she considers justice having been served, despite the best efforts at times of her friends. During these times, she is unstoppable as the rivers that flow through the land, and in some cases has spent years attempting to exact her particular brand of justice.


I really like Roseline's background. Tying her into the silent druid is great!


Added gear.

Gear:
Backpack (2gp), Bedroll (1sp), Bell Net (2gp), Canteen (2gp), Flint & Steel (1gp), Grappling Hook (1gp), Grooming Kit (1gp), Hammer (5sp), 2x Iron Spike (10cp), Journal (10gp), Magnet (5sp), Miner’s Pick (3gp), 5x Pitons (5sp), Signal Whistle (8sp), Silk Rope (10gp), Sledge (1gp), Smoked Goggles (10gp), Weapon Cord (1sp), Whetstone (2cp), Explorer’s Outfit (3gp)


Though an all dwarf party is mighty fun, I'm thinking there are way too few dwarves for a full party to begin with. This makes my beard sad :(.

But versatility is also fun ;)


Hey Slate has a beard and was raised by dwarves! :-) He is an honorary dwarf!


Fesks character sheet is up, and he is no longer a Kensai.. just a plain Magus with +14 stealth.


Decided against a katana Magus just because earlygame she'd have been kind of unbearable, so went with a Bard instead, reappropriating an old alias I had from a homebrew whose GM went poof. Mostly because I felt the name sounded Celtic-ey enough to be on-theme.

Rhiannon Mableanbh:
For all the fears of a life spent growing up in Trunau, it was the hopelessness of mundanity that bothered Rhiannon the most. A life of farming and fear, where the best she could be was safe in the comfort of her family's small farm, making enough for her own children--and her parents certainly wanted their only daughter to produce heirs to the plot that the family had worked her generations. Or a soldier, dying to protect her home and her friends. But for as much as Rhiannon found herself taken by stories of great heroes, she did not find romance in death.

She exhibited a budding magical talent at an early age, but one neither parent, lifelong farmers, could foster, or afford to foster, leaving her to merely experiment and atrophy away her potential as she intuited a few simple spells from what she could muster within herself, and some dusty old books on the subject she could find. Hardly enough to satisfy her steadily increasing thirst for knowledge, straddled somewhere between scholarly drive and mere curiosity. Soon, she wasn't merely reading books about magic, but anything she could get her hands on, fascinated in particular by artifacts, mythical items lost to time or turning in the hoard of some ancient dragon. The stories fascinated her, filling her minds with ideas of heroism and bravery very beyond her capabilities as a farm girl.

A farm girl who hated farming, one should note. She didn't feel particularly cut out for field work, although she certainly wasn't above the physical exertion of self-teaching herself swordplay and archery. Her passion did a great deal toward making combat training enjoyable, explained away to her parents as curiosity and the consideration of becoming a soldier. An absolute lie, of course. She wanted to be a hero. Wander the earth in search of treasure and glory, to herself be immortalized in story and song.

Song quickly became another interest of hers, as her voice came through. Sweet and stirring, earning her quite a few silver pieces when she spent her free time in the Commons, singing for the soldiers as they trained. She was told her voice was inspiring, and not merely because there were young men eager to impress the sweet-voiced girl with their martial prowess. Even those with no intentions toward the girl claimed that courage and drive welled up in their hearts as they heard her song, which put ideas and hopes into the girl's head. Heroes whose performances could stir greatness in warriors were hardly unheard of in stories, and perhaps she could find a career in that. Wandering the land, a bard for hire who could earn her way with her voice as much as her blade.

A pipe dream her parents would never let her pursue, as she came into adulthood and still found herself toiling away at the farm, given more freedom than a child but still shackled to her life and to expectations. To take a husband when she instead wanted to take journies, to harvest crops instead of seeking treasure. A disappointing life, but one she could clearly do little about, at least until the opportunity somehow presented itself.

Rhiannon is a flighty, optimistic young woman who tries to find a lot to be joyful of. Her upbringing in such a dour city under constant danger has left her trying to make the most out of life and find happiness wherever she can, hoping that in being cheerful she can inspire the same in others. Beyond her youthful, unstamped-out optimism is a shrewd trickster, hiding her cleverness behind innocence and a smile. If given an opening, she will exploit it, likely teasing whomever her poor victim is while she does. Even in the midst of combat, she can find time for laughter and whimsy.

Crunch:
Rhiannon Mableanbh - Bard 1
Neutral Good Medium Humanoid (Human Female)
Init +6; Perception + 3
------------------------------------------
DEFENSE
------------------------------------------
AC 14, touch 12, flatfooted 12 ( +2 Dex +2 Armor)
HP 9 (1d8 (8) + 1 Con)
Fort +2, Ref +4, Will +1
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
-Rapier +2 1d6+1, 18-20/x2, P
-Dagger +2 1d4+1 19-20/x2 P/S
Ranged
-Shortbow +2 1d6 x3 P/B (+3 1d6+1 within 30 feet)
Spells Known
1st (2/day) DC 15: Cure Light Wounds, Grease
0th (infinite) DC 14: Dancing Lights, Ghost Sound, Mage Hand, Prestidigtation
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 13, Dex 14, Con 12, Int 12, Wis 8, Cha 18 (16+2 racial bonus)
Base Attack +0; CMB 1; CMD 13
Feats: Improved Initiative, Point-Blank Shot
Traits: Historian, Artifact Hunter
Favoured Class: Bard (1 Skill Point)
Skills:
Acrobatics +6 (1 rank + 3 class skill +2 Dex)
Bluff +4 (+4 Cha)
Diplomacy +8 (1 rank + 3 class skill +4 Cha)
Climb +1 (+1 Str)
Disguise +4 (+4 Cha)
Escape Artist +2 (+2 Dex)
Heal -1 (-1 Wis)
Intimidate +8 (1 rank + 3 class skill +4 Cha)
Knowledge (Arcana) +7 (1 rank + 3 class skill +1 Trait +1 Int +1 Bard)
Knowledge (Dungeoneering) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Geography) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (History) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Local) +7 (1 Rank + 3 Class +1 Trait +1 Int +1 Bard)
Knowledge (Nature) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Nobility) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Planes) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Religion) +3 (+1 Trait +1 Int +1 Bard)
Perception +3 (1 rank + 3 class skill -1 Wis)
Perform (Sing) +8 (1 rank + 3 class skill +4 Cha)
Ride +2 (+2 Dex)
Sense Motive -1 (-1 Wis)
Spellcraft +6 (1 rank +1 Trait +3 Class +1 Int)
Stealth +6 (1 rank + 3 class skill +2 Dex)
Swim +1 (+1 Str)
Survival -1 (-1 Wis)
Use Magic Device +5 (+1 Trait +4 Cha)
Languages: Common, Elven, Dwarven
Equipment: Leather Armor, Rapier, Shortbow, Dagger, Blunt Arrows (20), Masterwork Backpack, Hemp Rope, Thieves' Tools, Signal Whistle, Caltrops, Traveler's Outfit, Spell Component Pouch, Belt Pouch, Sack (4), Glass Vial (5)
Current encumberance: 56 1/2 lbs
Money: 22 gold, 5 silver
Carrying capacity: 58, 59-116, 117-175
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Bardic Performance: 8 rounds/day
Performances: Countersong, Distraction, Fascinate (DC 15), Inspire Courage +1
Bardic Knowledge +1


Well you have at least one dwarven cleric... enough said!


I'm aware that this is a "Giantslayer" AP, but I also read somewhere that dragons do have a subplot within the AP, and so thought that with everyone creating characters to tie themselves to the giant plot, I might create a character that has a relationship to dragon that appear to be within the AP.

Backstory:

Considering the experiences Kaliyah Fafnir had when he was just a boy, it is perhaps no surprise that he ended up a priest of Apsu. Seeing the great wyrm Daralathyxl lay waste to his village as he was just a boy, during one of the the dragon’s unpredictable rampages, is an experience few would forget and one that quickly shaped his life. Struggling to adjust to the knowledge he would never see his family again, Kaliyah clung to his desire to right the wrong that had been done to the world, although how he could achieve this was beyond him. Deciding that a good starting point would be learning about the creatures themselves, Kaliyah travelled to one of the great libraries of Tar-Kazmukh and began to study. The research was hard going, but Kaliyah had always been a particularly driven sort of individual and persevered, eventually coming across some teachings of the god Apsu. Reading further, he learnt of the struggle between the two different factions, Kaliyah emphasised with Apsu, and decided to apply himself to act as a divine conduit for his will. Greatly troubled by the violence between the two factions, Kaliyah was determined to put a stop to the fighting, however possible. Subscribing to the view that the fighting could only stop once both parties could see what the war was costing them, Kaliyah set out upon a dangerous task- he would attempt to locate the Orbs of Dragonkind.

The quest was certainly a risky one, for dragons despised anyone not of their own race who held one of the Orbs, but Kaliyah believed he needed to gain control of some kind of powerful artefact to prove that he was at least someone worth listening to. Following a lead that information on such an orb might well be located within Belkzen, Kaliyah found himself in the settlement of Trunau, on the eve of the Hopeknife festival, and decided to break his journey there.

Personality:

Kaliyah is an earnest soul, willing to believe the best in others, no matter how evil they might appear at first glance. He firmly believes that everyone is their "own man", and that its those decisions that shape your lot in life, rather than race. To a large extent, this frees him from any discrimination against some of the "bastard" races, as he is a very accepting individual. In combat, Kaliyah is determined to act on the defensive, happy to heal allies or otherwise his his divine spells to better protect his friends, while always looking for an opportunity to act the diplomat or peacemaker, happy to bring hostilities to a close. When focused on a particular task, he is very driven, but easily appreciates the value of the occasional great time, or a particularly good joke.

Crunch:

Kaliyah Fafnir
Human cleric (ecclesitheurge) of Apsu 1 (Pathfinder RPG Advanced Class Guide 91)
NG Medium humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 9 (1d8+1)
Fort +3, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—venomous stare (1d6 nonlethal damage)
Cleric (Ecclesitheurge) Spells Prepared (CL 1st; concentration +5)
1st—bless, floating disk[D], protection from evil
0 (at will)—detect magic, guidance, stabilize
D Domain spell; Domains Scalykind, Travel (Trade subdomain)
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 12, Int 14, Wis 18, Cha 14
Base Atk +0; CMB -1; CMD 9
Feats Spell Focus (conjuration)
Traits artifact hunter, scaly ally
Skills Diplomacy +6 (+8 vs. reptiles or those of draconic blood), Knowledge (arcana) +6, Knowledge (religion) +6, Sense Motive +10, Spellcraft +6 (+7 to identify the properties of magic items), Use Magic Device +7; Racial Modifiers +2 Sense Motive, silver-tongued haggler
Languages Common, Draconic, Thassilonian
SQ domain mastery, secondary domain (trade)
Other Gear backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Apsu, 134 gp
--------------------
Special Abilities
--------------------
Artifact Hunter (Use Magic Device) +1 bonus to Spellcraft to ID magic item properties. % chance to ID artifact.
Cleric (Ecclesitheurge) Domain (Scalykind) Granted Powers: You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness.
Cleric (Ecclesitheurge) Domain (Trade)
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Scaly Ally Because of your devotion to Apsu, you gain a +2 trait bonus on Diplomacy checks involving reptiles or those of draconic blood, whether they are good-aligned or not.
Silver-Tongued Haggler (+1, 7/day) (Su) +1 Bluff, Diplomacy, or Sense Motive
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Venomous Stare (1d6 nonlethal damage, 7/day, DC 14) (Sp) 30' Gaze attack deals 1d6+0 nonlethal damage and fascinates targets.


Just a heads up, I'm putting together a character that I'll submit either today or tomorrow, likely a mounted cavalier.


Slate Feldspar wrote:
I really like Roseline's background. Tying her into the silent druid is great!

Thank you! Slate's backstory is really cool too! I like how you incorporated the trade routes and Agrit Staginsdar into yours.

Grand Lodge

I've been impressed with the submissions so far; think my best hope is for there not to be a lot of competition for the spot Songan is looking to fill!

Grand Lodge

Also, good luck to you, Roseline! Perhaps Alikia and Aladir will be joining each other on an adventure of an entirely different sort, eh?


I'm going to withdraw. My weeks has been... eventful and I haven't worked on the Halfling at all. Have fun guys and gals!


All right, so I decided to make an archer Inquisitor of Cayden Cailean, and here he is!

Background:
Always a roamer, Kaore grew up with parents who allowed him to travel freely, jumping from band of travelers to merchant caravans to diplomatic envoys, he never stayed for long. As he grew, he realized that that was the most valuable gift he could have been given, and made it his personal calling to ensure that any and all peoples had the right to come and go as they chose.
He has worked with the Liberty's Edge of Andoran, as well as served as a private bodyguard for various groups of travelers and now wanders Golarion, searching out the most war-torn and besieged areas to ensure that any who wishes to leave can do so.
Of course, this is not an easy job and he has often had to work to resolve the latent conflicts in that area, but Cayden Cailean has given the strength to continue his work, and has now urged him to travel to Trunau.

Stats:
Male Human Inquisitor(Liberation Domain) 1
NG Medium Humanoid (Human)
Init +4; Senses Perception +6
====================
Defense
====================
AC 17, touch 14, flat-footed 13
HP 9/9
Fort +3, Ref +4, Will +4
CMD 16
Liberation Rounds 1/1
Roll With It 1/1
====================
Offense
====================
Speed 30 ft.
Melee
Glave +2(1d10+3/X3)
Range
Longbow +4(1d8/X3)
BAB +0
CMB +2
Judgement 1/1
====================
Statistics
====================
Str 14, Dex 18, Con 12, Int 8, Wis 14, Cha 10
Skills: Disable Device +4, Knowledge(Religion) +3(+5 to identify), Perception +6, Sense Motive +7, Spellcraft +3, Stealth +7
Feats: Point Blank Shot, Precise Shot
Languages: Common
Traits: Roll With It(Campaign), Fate’s Favored
====================
Spells-CL 1st, Concentration +3
====================
Cantrips
====================
Detect Magic, Guidance, Light, Read Magic
====================
Lvl 1 Spells
====================
2/2
Divine Favor, Cure Light Wounds, Remove Fear(Domain)
====================
Special Abilities
====================
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.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
====================
Gear
====================
1 Longbow
60 Arrows
1 Glaive
1 Hide Shirt
Inquisitor’s Kit
50 ft. of hemp rope
1 Vial of Acid
33 Gold


Worked on my backstory.
If there are some more hints... just tell me.


Dragonflyer1243 wrote:

All right, so I decided to make an archer Inquisitor of Cayden Cailean, and here he is!

Hate to tell you, but you do not gain domain spells as an inquisitor


Whoops, my bad, thanks for pointing that out!


I've tried 4 times to set up a character for this campaign with no success. I'll take this as a sign from the gods to withdraw my interest and wish everyone the best.


Fesk must now withdraw before finishing background.. good luck all.

Silver Crusade RPG Superstar 2014 Top 16

Closing submissions tomorrow?


I present Maove Stonekin, a rivethun dwarf paladin of Erastil, for consideration.

Background:
Maove’s family comes from a long line of orc-fighters in Belkzen who have been tossed from their homes. Her family was one of the founders of Koldukar, at least according to the records outlined in the family book. After that, they settled in Blisterwell, which also fell to the orc hordes. The family history outlines more than fifteen settlements that fell to the orcs before the Stonekins relocated.

Maove was born the child of two stalwart defenders in a small village on the Lastwall borders. The village was thought to be too small to attract notice; named Firstspring by its inhabitants, it was a calm place, though most would not leave the town’s boundaries at night. While there was a nearby war trail, the fighting never departed from it. Erastil was worshiped strongly in the town and Maove had a deep interest in his church from a young age. After coming into their adulthood, Maove joined Erastil’s clergy as a paladin, devoted to maintaining the stability of the community and protecting it from harm. Maove and her family lived in peace for nearly fifty years, and Maove eventually married and raised a child with the daughter of the head cleric.
However, that protection failed the day fighting broke out directly on the trail. A bottleneck formed over the winter, and the orc raids were forced to turn aside, diverting them into the village square. While the Stonekin family stood strong against the orcs, their defense was not enough and broke under the onslaught. Maove’s parents sacrificed themselves to give their child enough time to escape the village.

As Maove fled, intent on seeking help, she did not look back; already, that day, her wife and child had died before them, struck down by the blade of a particularly brutal orc covered in scars and tattoos. However, once inside the border of Lastwall, no one would agree to leave and seek to return to save what was left of the village, and it became clear that the village was now within the Belkzen border. Maove was unable to return.

The next few years, Maove spent wandering and attempting to atone for abandoning Firstspring in its hour of need. Some time was spent in Vigil, though Maove never got along well with the worshippers of Gorum. Maove went on several missions to assist with pushing back the border, succeeding at times and helping to reestablish communities. Those small towns left her aching for her family, and her grief never kept her anywhere long. Finally, Maove pushed into Belkzen itself, trying to avoid and settled in Trunau. In Trunau, Maove has found a village to defend and stand strong with. In addition, her friendship with Agrit Staginsdar has helped Maove overcome some of her grief.

Description:
Maove is a middle-aged rivethun dwarf. She stands about 4 feet talk and wears her grey-streaked hair in multiple braids. She is rarely seen out of her armor and without her weapons, all of which are decorated with elk motifs. Her body is heavily scarred from years of fighting, and a particularly distinctive scar circles her forehead. Around her neck, she constantly wears a chain with a locket and a ring on it; both mementos of her family.

Personality:
Maove is a serious dwarf devoted to training for battle. She reacts badly to frivolity and has chewed out several young soldiers for making mistakes that could cost lives in battles. Even Jagrin Grath has come down on her for being too harsh, but he is glad to have her when during battle. Only then does Maove seems to be truly alive and at ease.

Those that try to flirt with her may as well be flirting with a stone wall. Some rumors abound that she is already romantically entangled with Agrit, as they spend long periods of time together, but Maove vehemently denies them. Few know of her past, and she hides it out of shame for having abandoned her community.

However, Maove does have an extremely kind side, once she softens up. During the winter, when it’s harder to spend time training, she passes the time whittling toys from pieces of scrap wood. She also attends as many hopeknife ceremonies as she can, and often provides the first bit of military training the kids had through snowball fights or fencing with sticks.

Character Sheet:
Maove Stonekin
Dwarf paladin 1
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee greatsword +4 (2d6+4/19-20)
Special Attacks hatred, smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +2)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 17, Dex 10, Con 14, Int 7, Wis 9, Cha 15
Base Atk +1; CMB +4; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Power Attack
Traits axe to grind, roll with it
Skills Acrobatics -4 (-8 to jump), Handle Animal +6, Survival -1 (+1 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather); Racial Modifiers lorekeeper
Languages Common, Dwarven
SQ rock stepper
Other Gear scale mail, greatsword, backpack, basic maps (major landmarks only), bedroll, belt pouch, brush, shaving (0.1 lb), cup, shaving (0.2 lb), flint and steel, flint and steel, hemp rope (50 ft.), holy text, knife, utility (0.5 lb), mess kit, mess kit, mirror, pot, shaving powder (one shave) (0.01 lb) (50), soap, straight razor (0.2 lb), torch (10), trail rations (5), waterskin, waterskin (2), whetstone, wooden holy symbol of Erastil, 12 gp, 5 sp
--------------------
Special Abilities
--------------------
Axe to Grind +1 trait bonus on damage against foes who are threatened by only you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
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.
Roll With It (2/day) Negate critical hit from giantish foe.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.


This humble son of Trunau hereby presents himself to defend the Vow as was done by my father, and his father before him.

Stats:

Posh Stemtimple
Male gnome paladin 1
LG Small humanoid (gnome)
Init +1; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+4 armor, +1 Dex, +2 shield, +1 size)
hp 13 (1d10+3)
Fort +5, Ref +1, Will +1; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee hopeknife +4 (1d3+1/19-20) or
scimitar +3 (1d4+1/18-20)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Paladin Spell-Like Abilities (CL 0th; concentration +3)
At will—detect evil
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 16, Int 13, Wis 7, Cha 17
Base Atk +1; CMB +1; CMD 12
Feats Mounted Combat
Traits blessed touch, trunau native
Skills Acrobatics -4 (-12 to jump), Climb -2, Knowledge (nobility) +5, Knowledge (religion) +7, Ride +0
Languages Common, Dwarven, Gnome, Sylvan
SQ gnome magic
Other Gear hide armor, heavy wooden shield, hopeknife, scimitar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text, mess kit, pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Torag, 127 gp
--------------------
Special Abilities
--------------------
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

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Background:

For a thousand years, Posh Stemtimple’s people had been simple farmers, until the orcs came, and came, and came, with no end in sight.

As a young gnome, his grandfather, Krolmnite Stemtimple watched his farm burned to the ground, and he took up arms, fighting beside the crusaders and villagers. He was there when the Hordeline fell. When the order was given to fall back further into Lastwall, Krolmnite wasn’t having any part of it. He turned tail and joined the defenders at Bloodmarch Hill and took “the Vow” with all of the others.

As Krolmnite grew older, and finally had children, it fell to his only son, Braughur Stemtimple to carry the family arms in battle, but Braughur’s strengths were not those of the warrior. He was an oracle, and cursed with both lameness, and blindness. Braughur used his talents as best he could, and supported the militia of Trunau whenever called, but he always knew he wasn’t the warrior his father had been. Braughur met a young gnomish lass named Queck Milkweed, and convinced her to become a Stemtimple.

Braughur and Queck have 7 children, with Posh being the oldest, and while Krolmnite’s armor and weapons were sold years ago to feed the rugrats, young Posh was raised to be a pious follower of Torag and defender of the Vow himself. His family has helped to scrape together the meager accoutrements he wears as he sets out on this adventure.

Posh has held the line and gone on patrols with the militia several times proving his mettle. He has been in several battles where Patrol Captains Kurst and Rodrik Grath were in charge.

The Patrol Captains may not know who he is, but he certainly knows and respects them.

Advancement Plans:

It is my intent to have Posh eventually be a mounted combatant. However, feats and money make that not overy doable just yet.

As built, Posh is not intended to be the group's Face. I suppose I could reconfigure a bit and have him be that if needed, but I do not currently envision him as your standard chatty gnome. Going on adventure, and fighting orcs constantly is probably good for Posh, lest he bleach out early.

In a group of humans, Posh is probably the boring one at the party, although I suppose in a group of dwarves, maybe he is actually the chatty one of the bunch.

Sovereign Court

Here he is. My ranged slyph fighter (weapon master longbow). with high intelligence, because I want him to do other things than just shoot the enemy as he has just enough intelligence to do so.

RPG Superstar 2012 Top 32

I just stumbled on this recruitment... And it looks like I have about 18 hours... I'm on my way to a meeting now and have another that starts about 4 hours before recruitment closes... Challenge Accepted!

I'm going to make the dwarfiest dwarf that ever dwarfed! A multiclass ranger/inquisitor who uses a dorn dergar. More to come later... (Primarily melee/skills, with secondary support/heals, or at least wand use).

Grand Lodge

nate lange wrote:

I just stumbled on this recruitment... And it looks like I have about 18 hours... I'm on my way to a meeting now and have another that starts about 4 hours before recruitment closes... Challenge Accepted!

I'm going to make the dwarfiest dwarf that ever dwarfed! A multiclass ranger/inquisitor who uses a dorn dergar. More to come later... (Primarily melee/skills, with secondary support/heals, or at least wand use).

Good luck to you, Nate!

On a different note, I have just discovered the Pathfinder Delver (Dark Delver on the PFSRD) and think that PrC fits with the archaeologist about as perfectly as a PrC has ever fit with a base class. Probably gonna shoot for starting that class at level 7.


Wow there is a lot of competition for this AP with a bunch of great ideas! Good luck to everyone!

Sovereign Court

I would expect the competition to be high, this is a new adventure path. The good news is that there will also be several recruitment threads for it. Expect to see a few more within this February.


Here is my character applicant, Lira Stormgem, a dwarven ranger with a score to settle.

RPG Superstar 2012 Top 32

I know this isn't the ideal way to submit a pitch, but it's what I have time for (sorry)...

Doran Stonehammer:
LN, dwarf [giant hunter, lore keeper], ranger [divine tracker]
Str 14, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Traits: Orphaned by Giants, Glory of Old
Feat: Steel Soul
Skills: climb +6, know[dungeoneering] +4, know[nature] +4, perception +7, stealth +6, survival +6
Favored enemy: humanoid[giant]
Gear: studded leather, dorn dergar (called dwarven chain-flail on d20pfsrd), javelin (w/ammentum) x6, silver holy symbol, waraxe, backpack, 50' silk rope, grappling hook, flask of acid x2, 3g

Doran was raised in a small settlement in the foothills of the mindspin mountains where his father served as priest (primarily of Kols, but overseeing rituals for most of the dwarven pantheon). As a youth, his parents (and most of the settlement) were killed by a giant raid, after which he was sent to Tranau to be raised by the priest there. Surrounded by non-dwarves, and reeling from his loss, he clung desperately to traditional dwarf culture as a means to retain some connection to his parents. Years have passed and he is now an adult but despite his time in Tranau he still clings to his dwarven identity and the anger and hatred towards Giants still feels fresh.

After a level or two of ranger he'd take probably 4 levels of inquisitor and then maybe keep going or maybe go back to ranger...


And I just saw this. am submitting the same character for another Giantslayer.

Basics:

Haskyll Stonereaver
Male Dwarf Warpriest
LN medium humanoid
Senses Darkvision (60)
Red Hair, Blue Eyes.

Offence and Defence:

OFFENSE
BAB 0 CMB 2 CMD 12
Speed 20 ft
Space 5 Reach 5
Init 0

Melee Warhammer +3 (1d8+2/x3)
Battleaxe +2 (1d8+2/x3)
Dagger +2 (1d4+2/19-20/x2)
Ranged
Crossbow, light +0 (1d8/19-20/x2)

DEFENSE
AC 16, touch 10, flat-footed 16
hp 9
Fort 3 Reflex 1 Will 5


skills:

Skills Acrobatics -5, Appraise 2, Bluff 0, Climb 1, Weapons 6, Diplomacy 0, Disguise 0, Escape Artist -5, Fly -5, Heal 3, Intimidate 0, Knowledge (dungeoneering) 3, Perception 3, Ride -5, Sense Motive 3, Spellcraft 6, Stealth -5, Survival 3, Swim -3, Use Magic Device 4

Feats:

Feats
Additional Traits,
(Class Feature) Weapon Focus (Warhammer)

Languages:

Languages Dwarven, Common, Giant, Orc

Gear:

Weapons:
Warhammer, Dagger, Light Crossbow, Battleaxe, Crossbow Bolts (20)
Adventuring Gear
Warpriest Kit, Dungeoneering Kit, Fishing Kit, Cooking Kit (AA), Gear Maintenance Kit, Grooming Kit

Money:

PP
GP 2
SP 5
CP
Gems / Jewels

Racial Traits:

Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.

Weapon Familiarity: You 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:

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Grounded (DoG 10): You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Artifact Hunter: 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 (UMD) 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.


Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (except Tower Shields).

Weapon Proficiency: You are proficient with all Simple and Martial weapons. Additionally you are proficient with the following weapons: Battleaxe, Pick, heavy; Warhammer

Aura (Core 39): A Warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (warhammer)

Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells.

Blessings (Su): Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them.
Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before
the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.


Blessings:

Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

Law Blessing
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template (Bestiary 2, 293). This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).


spells prepared:

Level 0
Read Magic
Detect Magic
Create Water

Level 1
Divine Favour
Divine Favour


Background Fluff:

Haskyll Stonereaver was born in the 5 King mountains of a family of Guardsman. While he was growing up, he was regaled with tales of the ancestors and those of his family who had gone before. As these tales were given when he was growing up, he did not ascribe some of the things that were said as exaggeration, and thus he vowed to become a similar hero to the dwarven people.
Soon after he was enrolled in school, his parents were tasked to guard a caravan to the human town of Trunau. His father took his families axe Gorechild, and departed with the caravan. Many months went by, and word finally arrived that the caravan and all who were in it, had been killed, and everything taken. His families loss was overshadowed by the loss of the caravan, and it was a brutal blow to his famies honour.
When he was told of this, Haskyll, made a vow to hunt down and return the families axe which was said to have magical properties, and to restore his families honour. so to help himself with both the hunt, and to give himself fully into he search.
He enrolled in the church of Torag, to give himself the best opportunities to study and get better training in both the arts divine and martial. However, in his training, they realized that his forte was more in the martial side, as opposed to the spiritual side of the church, and thus they enrolled him in the temple guards for further training, with the promise that he would get further time to study, and learn all that he could about the area that his parents went missing.
In his early 50’s, he started travelling around trying to learn what he could about both the caravan that was wiped out, and where it was. It was during this time frame that he managed to narrow down the name of the town (Trunau) where the caravan was wiped out. With this information, he asked for and received permission to leave for there, but only if he was involved with one last caravan of supplies for the human garrison of the town. Haskyll, agreed to the stipulation, and found himself in Trunau 2 months later with a caravan of supplies for the town.
Shortly after leaving the caravan, he found himself in the local Tavern


So close to the deadline :o.

Are the books out already?

Grand Lodge

No, not yet; I got my "in a week or so" email on Friday so I would say the books will start shipping out on Thursday or Friday, which means the PDF should be out then, too.

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