Recruitment for Giantslayer Campaign - Mid Book 2 - 6th level (PF1)


Recruitment

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Elwyn Moore’s sheet is up.

Backstory:
Elwyn’s been living in the area for some time working as a member of the Blackcoats. Blackcoats are a group of mercenaries who do the jobs no one else wants. His most recent events have him working around Trunau after their misfortune. His brother, Eugene, is also a member of the Blackcoats but he disappeared a few weeks ago on an assignment around Trunau. Elwyn has hope that his brother is still alive.

Time Zone:
Central Daylight Time

Physical Appearance:
Elwyn stands just over 6 feet with short brown hair and eyes. He wears a long black leather jacket over his mithral chain shirt, a mithral buckler on his left arm and a Scimitar on his left hip.

Personality and motivations:
Elwyn is usually very laid back and displays an almost arrogant (though justified?) confidence in his abilities. Although he usually presents a rough and sometimes arrogant personality (he has a -2 CHA after all), deep down he is really a noble character (it's just that he marches to the beat of his own drum). So, when word spread of giants and orc working together, he knew he had to help.


Time Zone:
Eastern Daylight[/dice]

[spoiler=Backstory, personality, description, and motivations]

Sendi and anklebiter walked through the red snow. The halfling happily hummed a tune to herself as she nimbly stepped over a body. One of her cousins who hadn’t gotten out of the way in time. The day had been costly. They had felled a giant, but at great cost. Already the dirges were playing. There were few wounded, as the sheer scale of injuries from a giant were enough to kill in most cases. The shattered bodies of halfling and wolf stained the snow. A costly day.

She tried to ignore the looks she was getting. She knew that she was tolerated, nothing more. The tribe was nomadic. They lived on their wolves, and they did so to survive. Days like this were not ordinary. They were called Days or Mourning, because they were always days of irreparable harm. They fled such encounters. So why then did Sendi howl when such horrific moments came? Why did she growl in response to orders given? And why did she so happily hum to herself after a battle? It was said that she was more wolf than halfling. For so long her powers were called blessings because they healed the injured. But more and more they whispered that she was cursed. That she had the body of a halfling, but the soul of a wolf. She could see that they did not trust her. And she couldn’t bring herself to care.

Sendi unceremoniously went through the pockets of the giant they had felled. The brute was full of arrows. Enough to make it look like a porcupine. The others were retrieving what arrows they could, but she was curious to see if she could find anything interesting. Such was always the case for her. She was nearly always happy. She always curious. She was rarely afraid. She was touched by Desna, in that all she was wanted to do was to explore and to see and to experience.

The tribe was ready to move on. She watched as they left. None waited for her. They hadn’t told her to leave, but they also didn’t wait for her to come. She watched as her family rode off, and couldn’t bring herself to care. They were being cowardly. There was a Fort full of Orcs. Nasty creatures who rode nasty beasts. Monsters who would torture and eat a halfling at any opportunity. The tribe wanted to leave, to vanish into the ice and snow before they could be seen. The Hill Giant had been a necessity. The orcs hadn’t seen them yet. For the tribe, survival was everything.

Sendi wanted to see what was inside. She didn’t even bother asking any of them to come with her. They wouldn’t understand. And besides, Anklebiter had picked up the scent of a group of non-orcs. Creatures of a strange smell near the Fort. Adventurers most likely. Her kind of people.

She hopped on and rode to meet whomever was there. If they could get her inside, then she would go with them. Because sights were made to be seen. Secrets were made to be discovered. And all things shiny and valuable were made to be used. She smiled, uncaring of any loss. Loss was transitory. Nothing lasted forever. What mattered was now, for it was the only thing anyone could control.

Through the snow they went. A rather large gray wolf, and atop it a halfling lass. She was covered in tattoos, which spoke of her name and her achievements. It was the way of her people, for a history was made by actions and your good name was taken to the grave. For a people on the move there was nothing more practical than to write your personal history on your skin. For Sendi, her tattoo was a holy symbol to Desna, for it spoke of constant wandering and exploration. She wore simple clothing, made for the hardships of the road. But beneath it was all of her most prized positions. A shirt of mithril that had saved her from many an arrow...but not it’s last owner. A Starknife, which was attached to her by a weapon cord. A physical symbol of her intense faith. A ring she had found on the body of a frozen elf, which let her sleep in the saddle for only two hours a day and to not need food or drink. A paired ring which she swore brought her good luck. And many other little fetishes and charms, some magical, some not. All worn to bring her good fortune. And most importantly, she wore a smile. For she was alive. And while all things were transitory, so long as she was alive it could be a good day.


Good morning all (I am in EST).

Updated list of applicants:
Anguis: Half-elf bloodrager
Wulfric: Dwarf ranger
Ilse: Human Rogue 4/Barbarian 2
Eyota: Human ranger
Eirnar: Human shaman
Tyrek: Half-Orc Silver Champion Paladin
Philsuminous: Elf Admixture Evoker Wizard
Elwyn: Elf magus 5/swashbuckler 1
Sendi: Halfling Nature Oracle


Pathfinder Card Game, Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Going to work on a half-elven cavalier (daring champion) 1/bard (arcane duelist) 4/battle herald 1. Big focus on party buffs. Dotting here to keep track of the thread.


Wow, looks like 2/3 of the applications are melee types... I think I might like my odds a little better right now if I was the lone person pitching an arcane caster, lol


Bruce Springsting, Halfling Spirit Guide Oracle, Healer/Buffer/Debuffer/Controller
Will usually connect with the Life spirit for access to lots of healing, or Nature spirit for SNA. Though Ancestors has some nice buffing options, too.

Spoiler:

Bruce Springsting,
Male Halfling oracle 6 Archetypes Spirit Guide
TN Small humanoid (halfling)
Init +0, Senses Perception +8
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DEFENSE
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AC 27, touch 18, flat-footed 23 (+5 armor, +3 deflection, +4 Dex, +1 natural, +3 shield, +1 size ) [Shield of Faith active]
hp 51 ((6d8)+18)
Fort +6, Ref +8, Will +7, +2 vs. fear
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OFFENSE
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Speed 30 ft.
Melee cold iron masterwork dagger +5 (1d3-1/19-20)
Ranged cold iron masterwork dagger +10 (1d3-1/19-20)
Ranged masterwork blowgun +10 (1)

Oracle Spells Known (CL 6th; concentration +11)
3rd (4/day)-summon monster iii, animate dead, cure serious wounds
2nd (6/day)-defending bone, lesser restoration, glitterdust (DC 18), false life, cure moderate wounds, minor image (DC 17)
1st (8/day)-burning disarm (DC 16), obscuring mist, protection from evil , shield of faith, faerie fire, cure light wounds, cause fear (DC 16)
0th (at will)-create water, detect magic, detect poison, enhanced diplomacy, light, mending, read magic, ghost sound (DC 15)
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STATISTICS
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Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 21
Base Atk +4; CMB +2; CMD 19
Feats Augment Summoning, Battle Cry, Spell Focus (Conjuration)
Skills Acrobatics +11, Diplomacy +9, Heal +4, Knowledge (Arcana) +4, Knowledge (Nature) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +8, Sense Motive +4, Spellcraft +4, Stealth +13 (+1 In hilly or rocky areas), Use Magic Device +15,
Background Skills Knowledge (Geography) +5, Knowledge (History) +5, Linguistics +2, Perform (Sing) +11
Traits Dangerously Curious, Highlander, Vexing Dodger
Languages Common, Giant, Halfling, Orc
Consumables
Gear headband of alluring charisma +2, amulet of natural armor +1, masterwork cold iron dagger, darkleaf cloth leather lamellar +1, cloak of resistance +1, heavy wooden shield +1, 20 blowgun darts, minor bag of holding, oracle's kit, masterwork blowgun, 4367.0 gp
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SPECIAL ABILITIES
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Class
Bonded Spirit (Su) A spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature (see page 37). She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion). A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects. At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit. This ability replaces the revelations gained at 3rd, 7th, and 15th levels.
Bone Mysteries You draw upon the divine mystery of Bone to grant your spells and powers.
Raise the Dead (Su) As a standard action, 1/day, you can summon a single skeleton or zombie to serve you.
Curse Pranked: Capricious fey constantly bedevil you, playing pranks on you such as tying your shoelaces together, hiding your gear, making inappropriate noises or smells at formal events, and mimicking your voice to tell embarrassing lies. In addition to any social consequences of such mischief, you take a –4 penalty on initiative checks. Furthermore, whenever you attempt to retrieve a stored item from your gear, there’s a 25% chance that you fail to find it with that action. Add faerie fire and ghost sound to your list of spells known. At 5th level, add glitterdust and minor image to your list of spells known. At 10th level, add confusion to your list of spells known as a 5th-level spell. At 15th level, add project image to your list of spells known.

Racial
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Traits
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Vexing Defender You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.
Highlander You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
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BACKGROUND
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Bruce is an angry little man. When he had lost his family during an orc and giant raid of his village, he lost something else. His joy and drive to sing happily all day long are gone. He also lost some of his free-spirited nature and became more focused. Focused on revenge.
He grew up in a mountainous farm village in the Mindspin Mountains, where they had cattle and goats. It laid on a merchant's route and thus they had good income and the inn always had guests. But the attackers burned everything down and left no stone standing. Bruce got away, but barely. Two orcs chased him for days and only in the Fangwood Forest did he loose them. How, he wasn't sure, but it wasn't just halfling luck. Malevolent fey spirits decided in his favor and drove the attackers away. From that point on, the spirits never left.
Even today, he's trying to find out, what goal they follow, what game they play. The only thing he knows is that most of the time they act in his favor. Mostly. Sometimes they play pranks on him or distract him, which ranges from annoying to dangerous. He spent many moons in the forest trying to understand his knew powers; getting to know all the different spirits that constantly followed him everywhere. He trained for one purpose only. Revenge. Eventually his patience was superseded by the anger within and he moved towards Redlake Fort rumoured to hold the tribe that took everything from him.

I'm in CET, which works nicely in the other games I'm in (you may peek in this profile if interested)


Alright, here is the alias for Erinara Aurore (Arrannai's submission). The crunch is all in there, I'll be working on the backstory tonight/tomorrow. Timezone EST/EDT, by the way.

Just as a note, would I be able to spend starting gold on individual magic arrows? I've left some gp unspent because I wanted to check first.


Erinara: Yes to individual magic arrows.


Character sheet:

Time zone:
I'm in the New Zealand time zone, but I can post any time since I'm at home all day long.

Backstory:
Growing up near the shadow of the Mindspin Mountains was rough, and Oberon was orphaned by a giant raid at an early age like many a young children in the area. Oberon was never one to wallow in pity though, and the gods seemed to smile upon his optimism as he found refuge with a group of Varisian monks after a short stint of living on the streets. But despite his eagerness and hard work, it was safe to say that Oberon's unruliness stuck out, and he was that guy. That guy who tries the hardest but falls short on every obstacle. That guy who gets in trouble more than any other students. That guy who’s the last one picked because no one wants to team up with a failure.

Oberon took it all in stride publicly, but deep down inside he yearned for everyone’s approval. So when the elders sent him out on a three month long journey to see the wider world, he set out to do his best. Alas, trouble shadows him, and during a day of drinking and gambling (and cheating) at Trunau’s Hopeknife Festival, fate stepped in…

Physical appearance:
Oberon conditioned his body hard, with nary a fat on him. With broad shoulders and a form that's easy on the eyes, he takes care to take his shirt off as often as possible in the presence of lovely folks. He works hard at cultivating the moody troubled soul persona, and thus he wears a sullen mask, but he is actually quick to smile, quick to laugh boisterously, and quicker to dash into danger to help those in need (and to prove himself).

Personality:
Oberon is mischievous, a gambler and a cheater, but he strives to do good. He's extremely diligent, having to work twice as hard as his peers just to fall short behind them, but he's never let hard work get in the way of his dreams. so yes, he cheats a lot to try to give himself an advantage, though that leads him to more trouble than success.

Motivation:
Oberon seeks the approval of others, and he outwardly acts up as a way to get attention. Seeing himself as a disappointment in the eyes of the elders, Oberon is always seeking ways to gain their favor. That, combined with an inherently good heart, would compel Oberon to rush into danger heart first, brain second.


Dotting


I've been in the first book a few times and would like to try and make it all the way through. This Dolgrym Giantfoe is the character I'm submitting. I'll need to update him to 6th level. He's a dwarven ranger who I've used in previous tries at this AP.


Time Zone = EST

Character Sheet:

Background:
Fenla was raised by her parents in a small farming village in which she still lives today. Her mother had always had an affinity for rare minerals and gemstones. Fenla too enjoyed the look and feel of beautiful jewelry and over time learned to craft her own. She would buy supplies in the nearest large city and then sell her creations to buy more supplies. Fenla often accompanied her people as they ventured into the wild for supplies.
She would use her magic to help her people flee to safety as they were not strong warriors. They relied on illusions, trickery and traps to avoid the many threats in the area. Fenla was always worried about the rumors of Giants in the area. Their thought of their massive size gave Fenla nightmares. She often sold her Jewelry to pay for training lessons in town with those that claimed to have fought and killed the mighty Giants. Although she has been well trained she secretly hopes she never needs to use that training.

Personality:
Fenla is timid and shy to strangers, but to people she knows she is very friendly and talkative. Fenla avoids confrontation and often uses her arcane powers to flee from combat to live another day.

Motivation:
The Orcs and Giant consume so much of the resources nearby that the people of her village depend on. Although the orcs have not directly attacked or raided her village they care not for the destruction of the lands her people need to live off of. Hearing of a strong force directly assaulting the fortress Fenla volunteered to join their ranks hoping to support the troops with her Arcane arts.

Question:
If we took an item creation feat do we pay half price for the items of that category to count against our weatlh?


I was think about the last recruitment I ran and how it was a pain when I had to reference more than one post for a character, so I decided to repost my character all in one place. I also fleshed out his background, although it still gets pretty vague once he starts doing stuff to earn levels (so that it can easily be adapted to shared backgrounds if that's something the party wants to do).

Time zone: Eastern Daylight/Standard Time
Wulfric Stonehelm

Racial Abilities:
Dwarf
Darkvision 60’
Slow and Steady: 20’ move; never slowed by armor/encumbrance
Defensive Training: +4 dodge bonus to AC vs giants
Giant Hunter: +1 to hit vs giants; +2 survival to track giants
Lorekeeper: +2 knowledge [history] involving dwarves, can roll untrained
Hardy: +2 save vs poison, spells, SLAs
Sturdy: +4 CMD vs bullrush/trip when standing on the ground
Stonecunning: +2 perception vs unusual stonework, free check within 10’
Weapon Familiarity: treat all dwarven weapons as martial

Class Abilities:
Ranger [divine tracker] 6
Deity: Angradd
Favored Enemy: bonus to hit/damage, bluff, knowledge, perception, sense motive, and survival
- Humanoid [giant] +4
- Humanoid [orc] +2
Track: +1/2 level to survival checks to find or follow tracks
Combat Style: elemental
Favored Terrain: bonus on initiative, knowledge (geography), perception, stealth, and survival
- Mountains/hills +2
Blessings: 3+1/2 level times per day
- Holy Strike (standard action, touch): weapon does +1d6 damage vs evil and overcomes DR/good for 1 minute
- War Mind (standard action, touch): for 1 minute, choose each round to gain +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws

Traits, Feats, and Skills:

Traits:
orphaned by giants[campaign]
glory of old [region]
insular [race]

Feats:
1- steel soul
Ranger 2- scorching weapon
3- power attack
Ranger 3- endurance
5- toughness
Ranger 6- inner flame

Skills (6 +0 Int):
Climb +13 (6 ranks +3 class +4 Str +2 circumstance -2 armor)
Knowledge [nature] +9 (6 ranks +3 class +0 Int)
Perception +12 (6 ranks +3 class +3 Wis)
Ride +9 (6 ranks +3 class +2 Dex -2 armor)
Sense Motive +14 (6 ranks +3 class +3 Wis +2 trait)
Survival +12 (6 ranks +3 class +3 Wis)
-track +15 (6 ranks +3 class +3 Wis +3 track)

Background Skills:
Knowledge [geography] +9 (6 ranks +3 class +0 Int)
Knowledge [history] +6 (6 ranks +0 Int)
- involving dwarves +8 (6 ranks +0 Int +2 trait)


Spells:
1st (DC 14): cheetah sprint, resist energy

Equipment:
+1 longhammer, masterwork cold iron waraxe, masterwork alchemical silver ram hammer, boulder helmet
masterwork composite longbow (+4), 20 arrows
alchemist’s fire x2, flask of acid, potion of cure light wounds
+2 breastplate, +1 ring of protection
+1 cloak of resistance
+2 belt of strength
explorer's outfit, silver holy symbol
backpack: 20 arrows, arrow [grappling] x5, 50’ silk rope, climber’s kit, alchemist’s fire x3, flask of acid x4, holy water x2, potion of cure light wounds, scroll of aspect of the falcon, scroll of deadeye’s lore, scroll of keep watch x2, 1 week rations, small cask of ale
belt pouch: 151 gold

Combat Stats:

Str 19 (16 +1 @4th +2 belt)
Dex 14 (14)
Con 16 (14 +2 race)
Int 10 (10)
Wis 16 (14 +2 race)
Cha 08 (10 -2 race)

HP: 70 (6d10 +18 Con +6 FCB +6 toughness)
AC: 21 (touch 13, flat-footed 19); CMD: 23 (+4 vs bullrush/trip)

Fort +9; Ref +8; Will +6
+5 racial vs spells/SLAs, +3 racial vs poison, +4 vs fire

Longhammer +11/6, 2d6+7; 20/x3, reach; (pa +9/4, 2d6+13)
Waraxe (2h) +11/6, 1d10+6; 20/x3; (pa +9/4, 1d10+12)
Waraxe (1h) +11/6, 1d10+4; 20/x3; (pa +9/4, 1d10+8)
Ram Hammer (melee) +11/6, 1d8+4; 20/x3; (pa +9/4, 1d8+8)
Ram Hammer (thrown) +9, 1d8+4; 20/x3, 10’
Boulder Helmet +10/5, 1d4+4; 20/x2
Longbow +9/4, 1d8+4; 20/x3, 110’


Background:
Wulfric was born in Highhelm in the Five Kings' Mountains, to an old and well respected clan. His father, Hungrin, was a priest of Angradd, and a halfway decent smith even by dwarven standards. Growing up, young Wulfric was often at the temple with his father and many acolytes teased that he would be joining their ranks in no time. Before his beard began to grow, however, his family made a fateful decision to leave the city, and its temple. Word had come from Janderhoff, in the Mindspin Mountains, that there was a need there for a new priest, and many opportunities for enterprising miners and smiths. After much discussion and planning, Wulfric and his parents were among a group of nearly 40 clansmen who set out for this new home.

Despite some protests about the stability of water versus solid ground, the group hired boats for most of the journey and their travels through Druma, across Lake Encarthan, and along the southern border of Lastwall went more smoothly than they had dared to hope. Sadly, the final leg, across the Mindspin Mountains to Janderhoff, went decidedly worse. Two days into the mountains, the party was ambushed by an experienced Hill Giant raiding party. The fighting was brutal, and bitter. All who were able fought valiantly while Kotri, one of Wulfric’s aunts who was heavy with child, led the children away. Eight of them made it to Janderhoff. Kotri, whose two sons were among the survivors, agreed to take in the three youngest kinsman. Wulfric’s cousin, Grimbald, who was only months from coming of age, took him in. Grimbald had always looked down on the world outside of the sky citadels and the experience of their journey only exacerbated that. He insisted that Wulfric study the dwarven histories, at the expense of learning to smith, and passed on his distrust of other races. Although the young dwarf was no longer scampering around the temple everyday, he remained faithful to the Forge Fire and continued to observe all the rites and rituals of the faith.

Once Wulfric came of age he joined Janderhoff’s army where he was trained as a skirmisher and learned to patrol the mountains. Once he served his tour, gained some valuable experience, and earned enough to well equip himself, he left the safety of the sky citadel behind and began traveling from settlement to settlement in the eastern foothills (mostly in southwestern Belzken) joining raiding parties and fighting alongside local militias to thwart giants and other threats.


physical appearance:
Wulfric is tall for a dwarf, at four and a half feet, and his burly chest and shoulders would rival most half-orcs. His face is fairly unremarkable: muddy brown eyes, weathered skin, and a somewhat bulbous nose. He keeps his long, auburn-red beard in neat braids; the matching hair on his head is kept relatively short and usually hidden under the thick, heavy helmet he seldom removes. He wears a sturdy breastplate and pauldrons, lacquered a dull gray, and a red cloak embroidered with little boars along the hem. On his chest hangs a silver holy symbol engraved with a smoking forge, the icon of Angradd, the Forge Fire. He carries a longhammer (a dwarven polearm that looks like a large warhammer with a seven foot shaft), and a cold iron waraxe and alchemical silver ram hammer are sheathed at his hips. In combat, whichever weapon he wields is usually wreathed in flames.

personality:
Wulfric is typically cheerful and friendly. Well, his version of friendly at least. He enjoys food, drink, and celebrating any manner of success. He’s quick to invite even strangers to enjoy these things too, though he distrusts anyone he doesn’t know well and is careful to keep a watchful eye on them while they celebrate together. He also has a serious side, which most often shows itself in dangerous situations, and it isn’t difficult to get him going on his hatred for giants.

In conversation, Wulfric tends to be blunt and sometimes curt, even when trying to be pleasant. He is often more forthcoming with his opinion than others might prefer.


motivations for assaulting an orc fort led by a giant:
If asked, Wulfric would say that he’s assaulting the fort because Angradd calls for his followers to seek out and destroy evil, and that’s mostly true... however, he also has a personal vendetta against giants and the opportunity to defeat one that is gaining in power and influence has a special appeal.


Thanks, I appreciate anything that makes my life easier. :)

Response to Fenla: No, item creation feats can be used after AP starts only


Updated list of applicants:
Anguis: Half-elf bloodrager
Wulfric: Dwarf ranger
Ilse: Human Rogue 4/Barbarian 2
Eyota: Human ranger
Eirnar: Human shaman
Tyrek: Half-Orc Silver Champion Paladin
Philsuminous: Elf Admixture Evoker Wizard
Elwyn: Elf magus 5/swashbuckler 1
Sendi: Halfling Nature Oracle
Bruce: Halfling Spirit Guide Oracle
Oberon: Human Unchained Monk
Fenla: Gnome arcanist


Here's Ouachitonian's submission. Fulk was born into a fairly tolerant orc tribe, then enslaves by a less tolerant one, fought his way free, and has been fighting ever since. I even worked in a connection to the iconic Warpriest Oloch!

At any rate, he's a Spelleater Barbarian, so he gets fast healing instead of DR, basically. A lot of my build choices were made around buffing that, and making him generally hard to kill. Future choices will be the same, though I'll work in some more offensive stuff too. He's go the Arcane bloodline, but nevertheless attributes all of his special powers to the blessing of Gorum (why is there no Orc bloodrager bloodline?).

Role wise, he's a pretty typical barbarian type. He has a piece of sharp pointy metal on a stick and is remarkably good at inserting it into bad guys. Also intimidating. Better with Spellcraft and Knowledge Arcana than most Barbarians, because...wait for it..he's a Bloodrager, not a Barbarian. His few spells are mostly focused on buffing himself.


I have finished Dolgrym Giantfoe I am in Eastern Timezone. Dolgrym was in on the attack at the word giant. He knows this is a threat to his home as well as others and is duty bound to help assault it.


Alright, Erinara is done! Source for the relevant Golarion history in the backstory came mostly from the Lands of Conflict companion book.


Updated list of applicants:
Anguis: Half-elf bloodrager
Wulfric: Dwarf ranger
Ilse: Human Rogue 4/Barbarian 2
Eyota: Human ranger
Eirnar: Human shaman
Tyrek: Half-Orc Silver Champion Paladin
Philsuminous: Elf Admixture Evoker Wizard
Elwyn: Elf magus 5/swashbuckler 1
Sendi: Halfling Nature Oracle
Bruce: Halfling Spirit Guide Oracle
Oberon: Human Unchained Monk
Fenla: Gnome arcanist
Fulk: Half-orc (mystic) bloodrager (spelleater)
Dolgrym: Dwarf Ranger
Erinara: Half-elf cavalier (daring champion) 1/bard (arcane duelist) 4/battle herald 1

I have started to go through the concepts and builds in order to whittle down to 3 applicants and will post any questions I may have.


Fulk the Red wrote:

Here's Ouachitonian's submission. Fulk was born into a fairly tolerant orc tribe, then enslaves by a less tolerant one, fought his way free, and has been fighting ever since. I even worked in a connection to the iconic Warpriest Oloch!

At any rate, he's a Spelleater Barbarian, so he gets fast healing instead of DR, basically. A lot of my build choices were made around buffing that, and making him generally hard to kill. Future choices will be the same, though I'll work in some more offensive stuff too. He's go the Arcane bloodline, but nevertheless attributes all of his special powers to the blessing of Gorum (why is there no Orc bloodrager bloodline?).

Role wise, he's a pretty typical barbarian type. He has a piece of sharp pointy metal on a stick and is remarkably good at inserting it into bad guys. Also intimidating. Better with Spellcraft and Knowledge Arcana than most Barbarians, because...wait for it..he's a Bloodrager, not a Barbarian. His few spells are mostly focused on buffing himself.

Just realized I forgot some things. I’m in US Central time (Dallas, New Orleans, Chicago, etc). Physically, Fulk is a massive and towering half-Orc with tusks and a short black beard. His steel lamellar armor is stained red, and while Fulk is happy to further rumors that actually coated in the blood of past enemies, in reality it was just made that way. His motivation is complicated; partly just a Gorumite’s love of a good fight, partly mercenary (surely there's treasure to be won!), and partly a dedication to eliminating threats to Trunau. Also, he’s no fan of giants.


Wow... still super melee-heavy...

Melee
Anguis: Half-elf bloodrager
Wulfric: Dwarf ranger
Ilse: Human Rogue 4/Barbarian 2
Eyota: Human ranger
Tyrek: Half-Orc Silver Champion Paladin
Elwyn: Elf magus 5/swashbuckler 1
Oberon: Human Unchained Monk
Fulk: Half-orc (mystic) bloodrager (spelleater)
Dolgrym: Dwarf Ranger

Divine
Eirnar: Human shaman
Sendi: Halfling Nature Oracle
Bruce: Halfling Spirit Guide Oracle

Arcane
Philsuminous: Elf Admixture Evoker Wizard
Fenla: Gnome arcanist

Support
Erinara: Half-elf cavalier (daring champion) 1/bard (arcane duelist) 4/battle herald 1

Some of those melee are switch-hitters, and I suppose Elwyn might be able to argue for an arcane spot, but that's still kind of a surprising distribution. Maybe I should have made Wulfric as a warpriest instead, lol.


Giant Halfling wrote:

Wow... still super melee-heavy...

Some of those melee are switch-hitters, and I suppose Elwyn might be able to argue for an arcane spot, but that's still kind of a surprising distribution. Maybe I should have made Wulfric as a warpriest instead, lol.

Everyone wanna punch the giants!


2 people marked this as a favorite.

So many good concepts....you all are making it very difficult!


Hello, this is Litejedi, please see the submission that I made. The abilities are in the profile, as is the background.

Time Zone: Eastern Standard Time (UTC−05:00).

Appearance: Siegmar is handsome, and reasonably tall for a dwarf, with a clean and well-kept appearance. He keeps his black moustache curled, and his beard braided, with brass clasps and bindings. He has coal black eyes and tanned skin

Personality: He is very friendly and charismatic, especially for a dwarf, but largely likes to praise his allies and friends. He has a feeling that the people he's with are destined for greatness, and he wants to be along for the ride.

Motivation for Assaulting an Orc Fort: Siegmar expects there are some hill giants to slay, and wanted to join up with other enterprising adventurers to take the fight to them. He also wants to uncover and find dwarven relics, and figures the orcs will have something that he can return to the sky citadel.


Hey, I don't want to throw things off now that you're already reviewing applications but did anyone ask if we can pitch more than one character?

I don't want to withdraw Wulfric from consideration but I just thought of an idea for an elven gunslinger/alchemist who could offer some ranged damage to the party, along with a little extra skill/support (and shouldn't step on Falric's toes at all). Obviously, I'm assuming that you'd pick (at most) one of them for the party- I wouldn't expect to claim two of the spots.

I'm off tomorrow morning (or, later this morning at this point) so I could probably have him completely written up by like noon, if you're open to it?


Welcome to the mix, Siegmar!
GH: One submission per person is sufficient. :)


That’s cool- just thought I’d ask since there weren’t really any ranged characters yet.


Time zone Pacific

Physical appearance Valdus is a tall fit, Varisian, his hair and beard are starting to show a lack of care. A silver holy symbol of Calistria, the three daggers, hangs around his neck. He wears typical Sczarni garb, it looks to have once been fine but is currently well worn and patched, his boots seem to have been scavenged as they seen in-congruent with the rest if his garb

Personality Valdus is friendly and open, except when the topic of giants or orc’s come up, a fire seems to light behind his eyes and his voice turns to ice.

Motivations Valdus was part of a Sczarni caravan of mostly lay worshipers of Calistra, they were minding their own business when Orc Raiders, and a captive Cave orc crossed their path on the way to Trunau, Valdus was the only survivor of the caravan, and now he is hunting them back to their home to enact the vengeance of his goddess.

Build Human Male Cleric(Ecclesitheurge) of Calistra


Reminder: Recruitment ends 10/27/19!


Any improvements I can make to Eyota?


Giant Halfling: Erinara and Eyota can be ranged. Besides, I look for the best concepts and visuals rather than whether they meet the arcane, divine, melee, and support roles. I've had parties before without clerics or mages or one of the four classic roles and had tons of fun.

JBlack: I was just looking at your submission and I did not see a Campaign trait.


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You are right! I put the two normal traits and forgot we have 3 in this campaign. Based on the "speed is everything" ethos of Eyota, she would get the Vexing Defender Campaign Trait. Her Acrobatics Skill gets to 11 (that sounds nice!) and gains +4 AC when moving in threatened squares of bigger creatures than her. Thanks for the heads up.


Jack Daniels wrote:

Giant Halfling: Erinara and Eyota can be ranged. Besides, I look for the best concepts and visuals rather than whether they meet the arcane, divine, melee, and support roles. I've had parties before without clerics or mages or one of the four classic roles and had tons of fun.

Yeah, Wulfric has a longbow he can do alright with too... and one of the most fun parties I was ever in was a monk, a ninja, a ranger, and a magus, Lol. I’m just looking for an excuse to make another character because I’m hiding from RL and I like making characters.


Valdus Whren:

Valdus Whren
Male human (Varisian) cleric (ecclesitheurge) of Calistria 6 (Pathfinder RPG Advanced Class Guide 91)
CN Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 45 (6d8+12)
Fort +7, Ref +3, Will +9
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk quarterstaff +5 (1d6)
Special Attacks channel positive energy 7/day (DC 15, 2d6)
Domain Spell-Like Abilities (CL 6th; concentration +10)
. . At will—remote viewing (6 rounds/day)
. . 7/day—dazing touch
Cleric (Ecclesitheurge) Spells Prepared (CL 6th; concentration +10)
. . 3rd—lightning lash, stone shape, suggestion[D] (DC 17), summon monster III
. . 2nd—compassionate ally[UM] (DC 16), mirror image[D], shield other, spiritual weapon, summon monster II
. . 1st—charm person (DC 15), command (DC 15), disguise self[D], sanctuary (DC 15), summon monster I
. . 0 (at will)—detect magic, light, purify food and drink (DC 14), read magic
. . D Domain spell; Domains Trickery (Deception[APG] subdomain), Charm (Lust[APG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 10, Wis 19, Cha 15
Base Atk +4; CMB +4; CMD 15
Feats Divine Protection[ACG], Extra Channel, Selective Channeling, Versatile Channeler[UM]
Traits calistrian courtesan, orphaned by giants, sacred touch
Skills Appraise +7, Diplomacy +7 (+8 to gather information), Handle Animal +3, Heal +10, Knowledge (dungeoneering) +4, Knowledge (local) +4, Knowledge (planes) +4, Knowledge (religion) +8, Linguistics +5, Perception +6, Profession (courtesan) +12, Sense Motive +14, Spellcraft +6
Languages Common, Giant, Orc, Varisian
SQ blessing of the faithful, bonded holy symbol (the three daggers), domain mastery, recall, secondary domain (memory[APG]), spell-only domain ()
Other Gear mwk quarterstaff, bracers of armor +3, the three daggers[ACG], silver holy symbol of Calistra, 6,375 gp
--------------------
Special Abilities
--------------------
Blessing of the Faithful (+2 sacred bonus, 40 feet) (Su) Ally gains in close range gains +2 atk, skills, ability checks, saves or AC.
Bonded Holy Symbol (The Three Daggers) (1/day) (Su) Can cast one extra spell/day with bonded item.
Cleric (Ecclesitheurge) Domain (Lust)
Cleric (Ecclesitheurge) Domain (Memory)
Dazing Touch (6 HD max, 7/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Recall (+4, 7/day) (Su) Touched creature can retry a failed knowledge check with a +4 bonus
Remote Viewing (6 rounds/day) (Sp) Use clairvoyance/clairaudience as a spell-like ability.
Selective Channeling Exclude targets from the area of your Channel Energy.
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Positive Energy 2d6 (7/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

@Jack Daniels Is there anything else you need to concider this submission complete?

The Exchange

Tyrek could become a Hospitallier Paladin if healing was a serious problem...


If range is what we need, I’ve got an Orc hornbow with a +5 strength rating. Haven’t put any feats into it, though.


I updated the character sheet of Eyota.
- Added the missing Vexing Defender Trait.
- Change the Favored Enemy Bonus from Orc to Giant.
Character Sheet:
Eyota Dust Rider
Her horse, Dust


Valdus is complete.
Thanks for update JBlack.
Still sorting out applicants.


Thread's been quiet for more than a day and no one has posted that they have an application pending, so going to end this Recruitment early and list the applicants selected in no particular order:

Wulfric: dwarf ranger (can't have a Giantslayer AP without a dwarf)
Tyrek: half-orc paladin (enjoyed the connection to Trunau and the previous party)
Bruce: halfling oracle (cool concept and can provide healing which is a plus)

Thank you to all those who applied. There were lots of great concepts- I ran 4-5 different parties through my head. If someone drops out, I know where to come to find an alternate.

To those selected, please head over to Discussion Thread: Link

Cheers!


Congrats to those who were selected


Have fun!

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