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Normal 20pt buy with normal wealth for 2nd level.
Only Paizo Pathfinder publication, only common races.
Please follow rules for character creation from the original recruitment thread, in the Giantslayer Campaign
Hope to close recruitment Saturday 14th Jan midnight Pacific Time.

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Sorry, so used to asking for 20pt in my games ... let me check with the other character sheets ...
Kind of rushed the post this morning before work, Yeah 15pt buy it is ... well done guys for sussing out the GM early on .. ;-)
Currently the guys/gals are fighting a few orcs and I will hopefully be killing off one of the characters and need you to be manacled to the next floors wall, where you will have been a short lived plaything (only in the early stages of torture) for the orcs that are stationed in the watchtower ... With luck that will be around Monday.
This is what comes when you take over another GM game ... don't worry I've been GMing this game for a couple of months at least.
As for style, tone and capabilities ... a short backstory in line with the Players Guide, I will probably go more on that than actual crunch. Want to have you interact well with the current crop of characters... who don't know you are going to appear yet ... Another follower of Asmodeus would be interesting, but not evil.. one that will integrate or at a later date switch faith to a good or neutral god ....
It's been a game of surprise characters entering and returning to the game ...
There are 6 in the group at the moment ...
Cavalier
Monk
Ranger
Bard
Cleric of Asmodeus
and Wizard.
The wizard is about to die ...

Grumbaki |

15 Point Buy
Current Party:
Cavalier
Monk
Ranger
Bard
Cleric of Asmodeus
and Wizard.
Going to put forward an elven seeker sorcerer with the arcane sage bloodline.
He should be able to sneak with the monk and ranger, cast with the wizard, and find traps. He has +7 stealth, +8 perception (+9 for traps) and +8 disable device.
Name: Elthaerion Windwalker
Race: Elf
Class: Seeker Sorceror (2)
Bloodline: Arcane Sage
Languages: Common, Elven, Orc, Giant, Draconic, Sylvan
Str (9) Dex (14) Con (10) Int (18) Wis (12) Cha (10) HP (15) Fort (+1) Ref (+3) Will (+6) Init (+2)
AC: 14 (17)
Touch: 12
Flat Footed: 12 (15)
Racial:
* Keen Senses (+2 perception)
* Elven Magic (Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.)
* Elven Immunities (Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.)
* Low Light Vision
* Arcane Focus (Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.)
Traits:
* Highlander (Stealth as class skill and +1)
* Seeker (Perception as class skill and +1)
* Trunau Native (+1 Will and masterwork dagger)
* Attached (You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a —1 penalty on Will saves and a —2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.)
Feats:
Lvl 1: Toughness
Arcane Bolt:
Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Int
Tinkering:
* Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his sorcerer levels for determining his overall bonus on these skill checks.
Skills:
K-Arcana: +9
K-Planes: +9
Spellcraft: +9
Perception: +8 (+9 to find traps)
Disable Device: +8
Stealth: +7
Background Skills:
Appraise: +9
Craft-Alchemy: +9
Lvl 0 Spells: At Will
Prestigitation
Mage Hand
Mending
Detect Magic
Ghost Sound
Lvl 1 Spells: 8 per day
Mage Armor (+4 AC for 2 hours)
Ray of Enfeeblement (30ft range, fort save for 1/2, reduces str score by 1d6+1.
Equipment:
* Weapon Blanch (adamantine x1, cold iron x1, silver x1)
* Ring of Protection +1 (wedding ring)
* Cloak of Resistance +1
* Haramaki (+1 AC)
* Wizard Kit with thief tools and alchemist crafting kit)
* 26 gold
When the party finds Elthaerion, he will be the only elf left in the possession of the orcs, the rest having been either killed or eaten. Their leader, seeing their slave stock diminishing, chained Elthaerion up, both for his protection and to torture the location of his kinsmen out of him.
Chained to the wall, Elthaerion will only have two items in his possession. A filthy cloak wrapped around his battered body, and his wedding ring, which he has managed to hide in his boot. It is his most treasured possession, as it is all that is left of his former life.
As for his motivation to join the party: There is little that he has left for him back home. To return is to invite the pain of loss. Instead, he would rather press on, following his saviors both to repay them and to intentionally keep himself from having to face the tragedy that he has suffered through.

McBugman |

Like most people of Trunau he is intolerant of orcs and half-orcs, I know there is a half-orc in the party so their relationship would have some ruff edges and he accepts his heritage.
Background is he worked as a miner in the mountains and will use an Earth Breaker because of it.
More to come!

Blackspire Thundergloom |

Here is my submission. Gnome wizard, good at Knowledge skills and fairly tough in case he does get attacked.
3rd level feat will either be Inspiring Sword (nice at-will aura buff) or Shake it Off, shared with familiar, so the cavalier will get a greater benefit more often.
A little silly (he is a gnome after all) but will not be disruptively so.

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Male human wizard (sword binder) 2 ( Pathfinder Player Companion: Arcane Anthology 11)
LN Medium humanoid (human)
Init +6; Senses Perception +3
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (2d6+2)
Fort +1, Ref +1, Will +4
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Offense
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Speed 30 ft.
Melee mwk falcata +3 (1d8+1/19-20/×3)
Ranged longbow +2 (1d8/×3)
Special Attacks hand of the apprentice (6/day)
Wizard (Sword Binder) Spells Prepared (CL 2nd; concentration +6)
1st—burning disarm (DC 14), mage armor , magic missile
0 (at will)— arcane mark , detect magic , light, mage hand
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Statistics
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Str 12, Dex 12, Con 12, Int 17, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Improved Initiative, Scribe Scroll
Traits arcane temper, artifact hunter
Skills Appraise +7, Diplomacy +2, Knowledge (arcana) +9, Knowledge (engineering) +7, Knowledge
(history) +8, Knowledge (local) +7, Knowledge (planes) +8, Knowledge (religion) +7, Perception +3,
Spellcraft +8 (+9 to identify the properties of magic items), Use Magic Device +6
Languages Common, Dwarven, Giant, Orc
SQ arcane bond (masterwork falcata)
Combat Gear potion of cure light wounds (2), scroll of burning disarm (x3) , scroll of mage armor (x3) ,
scroll of magic weapon (x3) , scroll of thunder stomp (x3) ; Other Gear arrows (20), longbow, mwk falcate , cracked mossy disk ioun stone , bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack, mess kit UE, pot, spell component pouch, trail rations (5), waterskin, wizard starting
spellbook, 87 gp, 1 sp, 1 cp
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Special Abilities
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Arcane Bond (Masterwork falcata) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Hand of the Apprentice (Bonded sword only, 6/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Balthzor hailed from Taldor, his father was a battle mage in the employ of the country and his mother was a member of the Royal guard in Oppara. Balthzor grew up around all the aristocracy he could handle, his father was generally gone on dangerous missions and when he wasn't he was hounding his son to learn magic.
During a trip to the Library with his father Balthzor found a historical tome telling of the Sword Binders, and ancient order of mages who focused their magics through their swords and were leaders of ancient Taldor armies.
Realizing that he could blend the best of his mother and father into one roll, Balthzor sought out more about this order. Once he discovered that they existed in Cheliax and Absolam he set out to discover more. His trail did not take him where he wanted to go, the Caravan he was instead turned to Last Wall and from there to the Human city of Trunau. This wasn't a terrible thing, Balthzor did remember reading somewhere that while fighting the orc hordes of the Whispering Tyrant that Taldor and Absolam sent many of their greatest leaders to help out, mages, warriors and more.

Blackspire Thundergloom |

In case it's more convenient to have the info in this thread rather than in the profile:
The gnome known as Blackspire first came to Trunau years ago. Locals’ inquiries as to his origin invited meandering discourses on the First World, the gods, the Eldest, and gnomes in general, with lengthy tangents on halflings, Aroden, Lastwall, and cheeses. Eventually, Agrit Staginsdar of the House of Wonders was able to piece some things together.
Blackspire Thundergloom (not his original name - upon reaching adulthood he threw some ominous sounding words in a bag and drew out a few) was born in 4606 AR, at the dawn of the Age of Lost Omens. He is somewhat over a century old, middle aged for a gnome. A traveler and scholar, he wandered the world as many of his kin did, seeking knowledge. He staves off the Bleaching by learning, and is particularly fascinated with two things this realm has that the First World lacks -- death, and true gods. And also certain kinds of cheese.
The gods left the First World behind, and created a new one where death is commonplace and souls have final destinations. Why? To what purpose? And the gods die, and demigods die and come back as undead, and new gods arise. What does it mean? The Aroden-Arazni-Iomedae clan seems central to the answers, so Blackspire has spent the past 50 years learning more about them. This in turn brought him to Lastwall (and also their cheeses), where he studied all of the history that the Knights of Ozem would let him get his hands on.
He periodically ventures to Trunau, being particularly fond of Agrit and of the Inheritor's followers at Sanctuary. He gives free lectures on many topics while in town, but history is his favorite.
Over time in Lastwall, Professor Blackspire Thundergloom has become an enthusiastic if not quite dogmatically correct supporter of Iomedae. He loves that her knights fight so hard to protect civilization from orcs and ghouls, but is not quite clear on what they are fighting for. In his mind, death is the ultimate enemy. Not chaos or evil or corruption, but death. He wants to end death entirely, for all innocent people, so that they may continue to learn and love and explore. And, in the course of learning how to defeat death, he won't be squeamish about using some forms of necromancy (not creating undead, but things like Vampiric Touch or Magic Jar).
Accordingly, Professor Blackspire Thundergloom despises the hopeknife tradition. Where there is life, there is hope. People sometimes do escape or are rescued from captivity.
Professor Blackspire Thundergloom
Gnome Wizard (Diviner; opposition schools conjuration, enchantment)
LG Small Humanoid
Racial Options: Darkvision, Academician
Init +2; Perception +4
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DEFENSE
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AC 12, touch 12, flatfooted 11 (+1 Dex, +1 size)
HP 16 (2d6+6)
Fort +4, Ref +2, Will +4
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OFFENSE
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Speed 20ft.
Melee Longsword +2 (1d6/19-20x2)
Ranged Heavy Crossbow +3 (1d8/19-20x2) or Bola -1 (trip)
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STATISTICS
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Str 10, Dex 12, Con 14, Int 16, Wis 12, Cha 11
(Before racial and age modifiers: Str 13, Dex 13, Con 13, Int 15, Wis 11, Cha 8)
BAB +1; CMB +0; CMD 11
Feats Scribe Scroll, Breadth of Knowledge
Traits Arodenite Sword Training, Roll With It
FCB Wizard +1 Hit Point
Skills (5 per level) Arcana +9, Religion +9, Local +9, Spellcraft +7, Perception +2 (+4 with familiar), Engineering +9, Dungeoneering +9, Nobility +9, Geography +9, Planes +9
Background Skills History +12, Linguistics +8
All Profession at +3
Languages Common, Gnome, Sylvan, Giant, Goblin, Orc, Draconic, Elven
Equipment Spell component pouch, spellbook, longsword, dagger, bola, heavy crossbow, 20 bolts, backpack, 2 wineskins, traveler’s outfit, wand of Mage Armor (50 charges), Scroll of Shield x2, Scroll of Protection from Evil x2, Scroll of Vanish x2
Special Forewarned (act in surprise round, +1 init), diviner’s touch (6/day), arcane bond (rat: Doomfang; valet archetype)
Cantrips Prepared Detect Magic, Disrupt Undead, Touch of Fatigue, Ray of Frost
Spells (* prepared) Shield, Burning Hands*, Protection from Evil, Color Spray* (DC 15), Magic Missile, True Strike*, Vanish*
Current encumbrance: 15 lbs (light)
Money 91 gp

Ikshvaku "Vak" Charayana |

Submitting Ikshvaku, a psychic with the pain discipline. I've done everything to update his profile except choose feats and buy equipment.
In appearance he is a tall, slender young man with a shaven head. He is quite an ascetic, devoting much of his time to the mental disciplines of his almost-forgotten homeland. There is still a cloud of suspicion over him for what his parents did, though, and he works to better his reputation by finding legendary magic items for the Empire to use. It was on an expedition into Belkzen that he was captured by orcs, and the rest of his party slain. He's being kept alive for his amusement value for the nonce.
I'm not sure what the Asmodean cleric's background is, so if Vak's can fit in with his let me know.

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I submit Norrik Spinson, half-orc Wizard.
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Norrik Spinson
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Half-orc Wizard (Air Elementalist) 2
NG Huamnoid (human, orc)
Init: +2; Senses: darkvision 60ft; Perception +3
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Defense
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AC: 12, touch: 12 ,flat: 10 (Dex +2)
HP: 15 (2d6+5)
Fort: +1, Ref: +2, Will: +2
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Offense
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Speed: 30ft
Melee: Falchion +2 (2d4+1/18-20)
Ranged: Ray of Frost (+3 vs. touch, 1d3)
Space: 5ft; Reach: 5ft
Special Attacks: Lightning Flash (1d6+1 plus dazzled 1d4, 5ft burst,
Ref DC14)
Wizard Spells Prepared (CL 2, Concentration +5)
1st level: Comprehend Languages, Grease (DC14), Feather Fall, Mage Armor
0th level: Detect Magic, Message, Ray of Frost, Read Magic
Opposition school: Elemental Earth
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Statistics
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St 13 (+1), Dx 14 (+2), Cn 12 (+1), In 16 (+2), Wi 8 (-1), Ch 12 (+1)
BAB: +1 ; CMB: +2 ; CMD: 14
Traits: Artifact Hunter (campaign), Eldrich Delver (magic)
Feats: Scribe Scroll, Toughness
Skills: Appraise +6, Fly +4, Linguistics +7, Knowledge (Arcana) +8,
Knowledge (Dungeoneering) +8, Knowledge (Engineering) +7, Knowledge
(Geography) +7, Knowledge (History) +9, Knowledge (Local) +7,
Knowledge (Nobility) +7, Perception +3, Sense Motive +1, Spellcraft
+9, Use Magic Device +7
Languages: Common, Draconic, Dwarven, Elven, Orc, Varisian
SQ: Orc Ferocity, Orc Weapon Famliarity, Arcane Bond (Ferria, Raven
familiar), Air Supremacy
I haven't purchased equipment yet; I will do that if accepted into the game. I will also create a forum alias for Norrik if accepted into the game.
Background:
Norrik is a native of Truneau. He is the son of a half-orc father, Dorghen Spinson, a member of the town guard, and human mother, Valina Spinson, a blacksmith who works with Sara Morninghawk. Although he has more human than orc blood in him, his half-orc features are as prominent as any other half-orc features; as a child, other children taunted him that Valina couldn't really be the mother of so ugly a son. Norrik developed some sensitivity as a result, leading him to withdraw from a lot of social encounters; it would only be as an adult that he would adopt a thick skin about it.
Sara Morninghawk and Agrit Staginsdar were family friends, what with Valina working in Morninghawk's shop. Although his parents were all about the physical and martial pursuits, Norrik found himself sharper and more curious than genetics would have predicted. Agrit recognized this in Norrik, and when she saw him suffering at the taunts of the other children, she took him under her wing, giving him books to read both as a retreat, and to feed his active mind. Norrik took to it like a bear to honey. He found himself fascinated by reading about the history of Golarion, about the ancient history of the dwarves and the orcs, about the ancient Thassilonian empire. He was also fascinated about all matters arcane, and loved reading about unique, powerful, and lost artifacts. By the time he was in his teen years, he had apprenticed himself to Agrit, studying to become a wizard.
Norrik's parents were bemused. They felt they didn't fully understand their sun, but they trusted the dwarf Agrit, and hoped that their son would find honor and renown in his own path. They were just as proud of him as Agrit herself was when he became a full-fledged wizard. Since then, he's started to work on his own, but continues to remain close ties with his dwarf mentor, and helps her in her shop. His curiosity remains unabated, however, and recently it has gotten him in trouble. Following a rumor of a recently discovered but unknown magic item, Norrik ventured outside the walls of Truneau by himself, and got captured by a stealthy band of orcs that were casing the town. He is now manacled and suffering in their guard tower....
OOC note
I've actually read the first half of the first book of Giantslayer, but it's been more than a year, so I don't remember it all that well. I will make sure not to bring OOC knowledge in to IC knowledge. I used Towns of the Inner Sea along with the Giantslayer Players' Guide as a source for my background.
I'm happy to tweak the background (espeically the very end part) to make it fit better with the campaign.

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OK, I've asked to Norrick to join the group, I really appreciate all the effort you guys went into to make characters. It was very difficult to make the final decision, almost a flick of a coin. Loved the cheese, and the artist, but liked the combination of half-orc, resident of Trunau and air-elementalist at the end of the day.
If I get another opening, (which I don't expect) I will give you guys first refusal. I'm already over committed really, so can't start up another.
@Somer, I have not made the selections of many games, it is kind of persistence. I've never used them, but there's a couple of threads on character background creation, if I get a chance I'll put a link to them.
One last time, thank you all for making such a great group of characters to choose from. Wishing you Good Luck in the future.

ZetaGilgamesh |

OK, I've asked to Norrick to join the group, I really appreciate all the effort you guys went into to make characters. It was very difficult to make the final decision, almost a flick of a coin. Loved the cheese, and the artist, but liked the combination of half-orc, resident of Trunau and air-elementalist at the end of the day.
If I get another opening, (which I don't expect) I will give you guys first refusal. I'm already over committed really, so can't start up another.
@Somer, I have not made the selections of many games, it is kind of persistence. I've never used them, but there's a couple of threads on character background creation, if I get a chance I'll put a link to them.
One last time, thank you all for making such a great group of characters to choose from. Wishing you Good Luck in the future.
Thanks for the consideration! I plan on following the exploits of the party.