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


Recruitment

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Hey all, I previously GMed this game here on the boards, but lost 3/4 players after an absence from the boards due to RL issues. It's always been nagging at me that I left it unfinished. So I am back to restart it from right before the assault on an orcish fort. I expect at least 1/day post on weekdays.

Hope that interests you. Character creation guidelines:

Level: 6th
Looking for: 3 players (I have one former player coming back - halfling bard 1/alchemist 5 - annoying rogue-type, almost impossible to hit)
Attributes: 25 point buy but no stat under 8 after racial adjustments.
Hit Point Generation: Max at 1st level and half+1 after that
Classes: No summoners or 3rd party stuff or psionics.
Races: Core races only.
Alignment: No evil.
Wealth: 16,000.
Traits: One campaign trait and two other traits of their choice.
Background skills in use

Tell me about your time zone, physical appearance, personality, and motivations for assaulting an orc fort led by a giant. Good heart? Mercenary payment? Other? Any questions, let me know. Recruitment will be open until October 27th at 6:00 pm EST.

Cheers!


How do you feel about kineticists?


I am not a fan of the classes in the occult adventures handbook so no. Sorry.


Sounds interesting. Let me propose something good.
I heard the Glass Cannon Podcast, so I am in love with the AP, even I have not played myself.


dotting for interest. I'm considering an all-halfling party :)


The giantslayer game I was in died very early, so it might be fun to try again!

Liberty's Edge

Never had the chance at playing this AP and would love to make a character for it...halflings hummm..lol


I had a half-Orc barbarian in a game that died at the end of book one. I might make some changes, but I think I’ll definitely submit a version of that character.


Working on a sorcerer with no love for giants.


Will we be in essence assuming that the group completed the earlier portion “offscreen” as it were? My understanding is that certain items play a major role in the campaign, and I’m wondering if we already acquired them, if so how they’ll be distributed, etc. or if they’ll be sprinkled in later. (Though I’ve never played it past about where we’re starting, so my vague notions could be way off base)


Definitely Doting, Vmc good at all?


Dotting. I will have something this weekend.


Putting alias together. A halfling Lunar Oracle with the Lycanthropy curse. She will ride around on a wolf (bully archetype) while wielding a star knife.

She should be an all around decent character. Good AC, decent in combat, able to sneak around and can heal/cast.

Should be fun!


Here is the Alias for my Half-Orc Cavalier Brus Stinea. It's mostly finished.


Sendi wrote:

Putting alias together. A halfling Lunar Oracle with the Lycanthropy curse. She will ride around on a wolf (bully archetype) while wielding a star knife.

She should be an all around decent character. Good AC, decent in combat, able to sneak around and can heal/cast.

Should be fun!

Wow. I also wanted to make a halfling with a wolf. Let's build a pack!

@Jack Daniels: Would you allow Amplified Rage on a halfling?


Hey, interested in this! Just checking if you allow the variant multiclass rules? Having a hard time deciding what to play!


Hi all, I am the elusive halfling that GM referenced in his initial post Look forward to picking this up again and gaming with you!


Working on a gnome shaman for healing and support.


Glad to see there's interest.

Responses to questions:

Quach - Yes there are campaign items and weapons in the AP, will sprinkle them in if necessary to the plot. As for the start, I will make that decision once the party is selected. I am debating between Falric's former group was ambushed and killed and he returned to Trunau to look for reinforcements or whether the party is an established adveturing group and I simply hand-wave the journey to the fort.

Terrorofdeath, Coinshot: Going to have to say no to VMC - some of the class abilities are too good to exchange for a feat.

Ellioti: Hmmm...maybe. I would have to see the build and backstory.


Ellioti wrote:
Sendi wrote:

Putting alias together. A halfling Lunar Oracle with the Lycanthropy curse. She will ride around on a wolf (bully archetype) while wielding a star knife.

She should be an all around decent character. Good AC, decent in combat, able to sneak around and can heal/cast.

Should be fun!

Wow. I also wanted to make a halfling with a wolf. Let's build a pack!

@Jack Daniels: Would you allow Amplified Rage on a halfling?

All (or majority) halfling party would be amazing. A very unique experience.

Want to tie backstories together?


I'm very interested in GiantSlayer. I played book 1, but that is as far as we got. I'm in the central time-zone (GMT-5) and post at least daily. I'm in 3 PBP games right now, 2 tied to the PBP gameday, one of which just ended today.

I'm interested in playing a Kellid Hunter from the Realm of Mammoth Lords who was Orphaned by Giants and has a strong animosity towards them as his primary motivation. I'm writing his backstory and it would help to know a bit about how you'd like to handle that. If you'd like us to just come up with some unrelated, or related adventures towards GiantSlayer. Regarding wealth, is there a maximum you want spent on a single item?


Sendi wrote:
Ellioti wrote:
Sendi wrote:

Putting alias together. A halfling Lunar Oracle with the Lycanthropy curse. She will ride around on a wolf (bully archetype) while wielding a star knife.

She should be an all around decent character. Good AC, decent in combat, able to sneak around and can heal/cast.

Should be fun!

Wow. I also wanted to make a halfling with a wolf. Let's build a pack!

All (or majority) halfling party would be amazing. A very unique experience.

Want to tie backstories together?

I can easily piggyback on what you had in mind. Like being from the same village, growing up together, same relationship with wolves.


How about a nomadic halfling tribe? Existing in the far north with giants being common, they live with wolves as mounts so that they can outrun their oversized predators. Heavy religious focus on Desna (goddess of travel) and Chalidra (goddess of luck).

Sendi would be a halfling blessed by Desna. She spontaneously can use divine magic, is a natural with a Starknife (but nothing else), and has a strong connection with a wolf that was born at the same time as her (their lives/souls are linked together).

Perhaps your halfling could be a relative of hers? What class are you planning? Based on being mounted I assume Barbarian, Cavalier or Druid.


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Sendi wrote:

How about a nomadic halfling tribe? Existing in the far north with giants being common, they live with wolves as mounts so that they can outrun their oversized predators. Heavy religious focus on Desna (goddess of travel) and Chalidra (goddess of luck).

Sendi would be a halfling blessed by Desna. She spontaneously can use divine magic, is a natural with a Starknife (but nothing else), and has a strong connection with a wolf that was born at the same time as her (their lives/souls are linked together).

Perhaps your halfling could be a relative of hers? What class are you planning? Based on being mounted I assume Barbarian, Cavalier or Druid.

I was thinking of Desna for Kagur, with her, Gorum and Erastil being the most common Kellid religions. That could provide a potential hook.

Another question for the GM, would you be ok with a dinosaur animal companion from the Realm of Mammoth Lords, or would you prefer one of the choices from the player's guide?


It certainly would. :)

Also this is Sendi’s wolf: Anklebiter.

Tracker Fire Elemental Wolf. AC23 (Sendi will use magic vestment to increase it and maybe shield of faith as well), 57HP and movement 50ft. Doesn’t do much damage yet, but can trip enemies, which is useful. Sadly can’t get Greater trip, but that is what it is. And for skills only has +8 Perception and +8 Stealth, But has +8 Survival (+15 using scent).

Overall should give her some much needed mobility.


Just realized that making a poison-based sorc to fight giants was ...folly. Back to the drawing board.


I’m wanting to build toward the Mammoth Rider Prestige Class. Any issues with that, GM? I figure that if there’s any AP that has room for a big old companion tromping around, it’s Giantslayer.


TerrorOfDeath submission here. He likes his claws a LOT.


Comment: Never expected to receive so many builds with animal companion (AC) lol. This is a 25 pt build game even though the APs are written for 15 point builds so you are powerful characters. I will at most pick only one character, if that, that has an animal companion class feature for this same reason. It will unbalance the AP otherwise.

Responses to questions:

Kagur: No limit on gold spending and items. You can spend the 16k on one item if you wish. Dinosaur AC is fine, just see comment.
Ouach: Mammoth rider PC is fine, jut see comment.


In light of that I’ll switch concepts :)


Moved on to a dour, stooped Elf Evoker raised in a peaceful commune.


How do you feel about item creation feats? Can the character we create have items crafted with them?


Kagur Beast-stalker wrote:
In light of that I’ll switch concepts :)

Indeed...


And now I feel bad for driving so many people away from their concept.


I'd like to throw my hat in the ring with Wulfric Stonehelm, a giant-hunting dwarven servant of Angradd. I haven't really written out a background for him yet because it seemed like there was some uncertainty about whether we'd be a pre-existing company or random strangers meeting up for a raid... (I could work with either but, obviously, a chunk of my background is going to be different depending on how that goes) In either case, I have his basic origin below.

Wulfric is jovial but gruff. He enjoys food and drink enough to get along well with halflings, and he harbors enough hatred towards giants to connect with more dour types. He distrusts new people but is fiercely loyal to his friends.

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 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]
Knowledge [history]


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 (sort of):
Wulfric was born in Highhelm in the Five Kings' Mountains. As a young dwarf he made the journey to Janderhoff in the Mindspur Mountains with his parents and several other families from their clan. Unfortunately, they were ambushed by hill giants on the way and few of them lived to finish the journey. One of Wulfric's older cousins cared for him until he came of age, at which point he joined the watch and trained as a skirmisher. Once he served his tour, and gained some valuable experience, he left the safety of the city behind and began traveling from settlement to settlement in the eastern foothills (mostly in southwestern Belzken) doing what he can to fight off dangers and aid the people there.


Jack Daniels wrote:
Terrorofdeath, Coinshot: Going to have to say no to VMC - some of the class abilities are too good to exchange for a feat.

No worries! I'm still very interested. Most likely going for a front-liner type of character, an unarmed striker, so probably an unchained monk or a sacred fist warpriest. Will post the concept asap, thanks! I presume unchained is okay to use?


Here is a Scout Rogue with a few levels of Barbarian I had designed for this game ages ago for a game that went approximately nowhere. Needs some touch up on the equipment purchases, but otherwise the rest is there.

Ilse Meginherd

Statblock:
Female Neutral Human (Kellid) UC Barbarian 2 / Scout Rogue 4, Level 6, Init 4, HP 57/57, Speed 50
AC 18, Touch 14, Flat-footed 14, CMD 23, Fort 6, Ref 8, Will 5, CMB +9, Base Attack Bonus 5
Keen Falchion +1 +10 (2d4+6, 15-20/x2)
Keen Falchion +1, Power Attack, Rage (1) +11 (2d4+12, 15-20/x2)
Throwing Axe (1) +9 (1d6+4, x2)
Hide Shirt +1 (+4 Armor, +4 Dex)
Abilities Str 16 (18), Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition None

Appearance:
Ilse is lean, wiry and athletic in build. She is above average height for a human woman, but possesses little in the way of bulk or weight on her frame; instead, her physical strength derives from conditioning, stamina and inner grit.

Though she appears quite attractive and youthful, there is worldliness about her that suggests wisdom beyond her years. Her demeanour is often described as determined, cold and perpetually sour, which can very often make for a bad first impression.

Ilse has piercing and intense grey eyes and unkempt should length red hair, a color of hair typically not found among the Kellid suggesting a mixed Ulfen heritage. Though Ilse often dresses in light clothes that leave little to imagination, she does arm herself in simple but well constructed hide armor built from the skin and bones of various exotic creatures of the north whenever there is the potential for danger.

Reference Image

Personality:
Ilse has few ideals, and little respect for laws or customs, but does observe the law in Trunau mostly out of a sense of convenience. While she shows fierce loyalty to friends, hatred for the practice of slavery, and detests bullies, tyrants and of course giants, Ilse is not particularly driven by any "higher purpose."

Ilse is a steadfastly stubborn and unforgiving individual once she has made up her mind on just about anything or anyone; luckily, she is also slow to come to a judgment, and will give a person the benefit of the doubt or a second chance. Her virtues are strength, stamina, and a steadfast sagacity.

While typically calm and discerning, Ilse can be driven to extreme violence in stressful and dangerous situations. In these instances, she turns from a fairly rational being into a woman capable of brutal and bloodthirsty savagery. Finally, given the tragic circumstances of her tribe, Ilse is prone a dark and brooding melancholy on occasion.

Background:
Like many of the Kellid, most of Ilse's life has been one of constant dislocation, subsistence and violence. Born to Holg and Selka Meginherd of the Verloren Mammut tribe, Ilse was a very active and precocious child, and something of a wonder in the tribe given her uncharacteristically red hair. Ever the tomboy, it was apparent to all and sundry that Ilse could not be separated from the boys given her athletic ability and agility. By the age of eight, Holg was training his daughter to become an elite soldier in the hopes that she might one day be a leader within the tribe. In this respect, Ilse did not disappoint her father, and even displayed an uncanny understanding of when and when not to resort to violence, a maturity most of her peers lacked. Though she was fiercely individualistic, Ilse was nevertheless well received by her own people.

Though the nomadic life was full of hardship, Ilse’s early childhood was relatively a happy one; that happiness would be cut short by tragedy during her teenage years. When Ilse became of age, the tribe was happened upon by a powerful Orcish army led by Krun Thuul, one that employed mercenary giants as muscle. In a brutal campaign, Krun’s ordered his giants to lead repeated strikes against the Verloren Mammut, until finally he broke them and enslaved every man, woman and child. It was rumored that their Chieftain had some kind of artifact that Krun wanted, but these rumors were neither verified or denied by their captors. Isle was subsequently put into a labor camp, where she toiled for nearly two years under harsh and brutal conditions in the Hold of Belkzen. As luck would have it though, Krun sent his slave workers too close to the border with Lastwall, and border patrols routed his Orcish slavers and set Ilse and his fellow slaves free.

Her tribe gone but not forgotten, Ilse traveled to the town Trunau in Belkzen. Finally finding herself safe for the first time in years, Ilse resolved to seek revenge against those who had wiped out her tribe. Eventually, Ilse landed herself employment within Trunau as hired help on farms, and the occasional mercenary work. Bitter, angry but not broken, Ilse is presently biding her time and awaiting an opportunity to strike back at the giants and orcs that robbed her of her family.


Please consider the Shoanti Rider Eyota Dust Rider, and her horse Dusk.
=====================================
Etoya is a short and slender shoanti girl, brown-skinned and with long black hair, worn in a long braid. She is attractive, if you like her time, and carries herself with a smile and grace not normally found in the normally sour Shoanti people. She dresses in traditional shoanti garb. She distrusts people she doesn't know, but hides it well, as her guide and tracker job requires for her to make new acquaintances frequently, and keep them on their good graces. But many of them, after trying to take some liberties, have discovered she is much much stronger than she looks. And that she is not afraid of defending herself, by removing some teeth from their mouths.
She is always with her horse, a slender and fast mare she calls Dust, the fastest horse you can find in the Cinderlands.
She hates orcs and giants and has specialized in dealing with them.
=====================================
Etoya is a Switch Hitter Ranger, but, as I don't like to "dump" stats, she has no monus bonus in any abilities. I also build her for speed, with a Longstrider spell effect at all times during the day, and build as a trapper, hunter and guide.
About Dust, her horse, she is not built for combat, but for speed also, with added tricks to make her an interesting animal (Break Out, Deliver, Exclusive, Fetch, Flee, Sneak, Track, Watch).
I think she can be a very fun character to play, and a good addition to a party, fulfilling a combat role, as well as scout, ranger and support roles.
=====================================
My time zone is Central Time.
I used PcGen to generate the crunch of her and her horse, and I add the character sheets links.
Etoya Dust Rider
Dust
Please let me know any comments you have on her, and I hope you like it for your game.


Responses:
Kagur: Item creation fine - but after game starts, not before

Applicants so far with completed character sheets at 6th level:
Anguis: Half-elf bloodrager
Wulfric: Dwarf ranger
Ilse: Human Rogue/Barbarian
Eyota: Human ranger


And halfling Oracle

The Exchange

Putting together a Silver Champion Paladin who will be adventuring with his drake companion to protect his home.

Question - can I have two campaign traits? I really want Artifact Hunter, and Trunau native would ground him very well. :)


Sendi: There is no background, motivations, appearance, or any of the information requested in my initial post, so not considered complete. :)
Tyrek: Sorry, only 1 campaign trait


Here is my character (over is Kragur, long may he live elsewhere!). I’m in the central time zone. As far as motivations, I included it in his history, he is interested in finding new magical stuff (Artifact Hunter campaign trait), surely those Orcs have something good!

Physical Description: Eirnar is a tall and thin man with a well kempt beard wearing furs and a chain shirt. He carries a shield and has a small dagger at his side, but no other weapon. His thick brown hair has begun greying, despite only being in his thirties. He is not overly strong nor fast, but has made up for this from the favors of fate he has received from the Lady.

Personality: An Ulfen man, Eirnar suffers no fools, but he does his best to support his allies. He is typically blunt but driven by honor. He believes that if you persist, the fates will favor you and you’ll succeed, and those who fail simply lacked the courage of their convictions.

History: Eirnar was born in the northern reaches of Varisia to an Ulfen tribe. The son of the tribe’s witchdoctor, he was fascinated by magic and magical items from an early age. He practiced under his parents to learn their craft. Life in north can be a trying pursuit to stay out of the boneyard, and he learned to specialize his talents towards healing with blessings from the Lady. When he came of age, he left the tribe to join up with a group of adventurers interested in delving Thassilonian ruins. These exploits satiated his thirst for new magics and led him across Varisia. This group recently disbanded, having had their fill of adventures after some of them were afflicted by an ancient curse from the last tomb they delved. Fortunately it was not this Year, not yet for Eirnar and he escaped the worst of it. Recently in Trunau he heard rumors of an orc hold that may contain an artifacts and sought out a group of adventurers, as while the Lady’s blessings let him influence the life threads of others, he possesses no particular skill with a blade.


It was getting late when I posted last night and I didn't make explicit some of the extra details requested in the initial post; here they are:

time zone:
Eastern (standard or daylight, depending on the time of year) Time

physical appearance:
Well, I look like a 6 foot 2 inch tall halfling with a big dwaven beard, but I assume you mean my character...

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.

Sczarni

Considering a Phoenix bloodline gnome sorcerer.

Should have some stats up soonish.

Basic idea: hes heard of some hero activity going on near Trunau and is interested in aiding other adventurers and learning about magical items.

The Exchange

Tyrek is nearly ready to go - went with just Trunau Native in the end.

I have made one massive assumption and built Agrimmosh into his background. I could unweave it if need be but tbh I'd prefer not to. The focus on relics and artifacts is one of the things I really like about Giantslayer.

Urram will be statted up later, alongside the bits like spending money. If need be I'm happy to spend money on a +1/+2 weapon to ensure that I wouldn't be badly over-wealthed.

Please let me know if there's anything you'd like changed.


This is the crunch for Digger's entry. That good fluff stuff coming soon. In short: elf raised in a peaceful commune, older brother became some amazing paladin or whatever, he was stuck up. Philsuminous wants to show him what a black sheep really is: A DESTROYER OF EVIL BULLY A-HOLES!


This is Urram, Tyrek's drake companion, and the relevant bits of detail required for the submission.

Time Zone: GMT.

Physical Appearance is covered in the profiles.

Personality, again details are in the background but summaries follow.

Motivation is pretty simple, as a native son of Trunau, Tyrek wants to see his town safe and is willing to do his part to make it that way. Urram, as a young drake, is bored and keen on excitement. He has a grudge of his own against giants.

Tyrek: Grew up well aware of his own differences and was a shy child/teenager. He became more confident once he hit sixteen and was able to actually contribute to the town beyond simply helping his mum at the forge. Finding Urram has really triggered his development - he's now a lot more confident and capable of giving orders (since Urram doesn't listen otherwise).

Urram: A typical young drake, arrogant, confident in his own power, proud but likes and respects Tyrek more than he lets on.


Timezone: Eastern Standard (NYC)
Posting habits: public school teacher with super variable schedule, but almost always time for at least 2 posts. Typing up background now. His motivation is a combination of frustration/rebellion from his peaceful commune upbringing and an undying hatred for bullies, which he feels Giants are the the last.


Philsuminous was raised in a peaceful elven commune of indistinct but generally positive theology. They sang, they prayed, they fasted and it was awful. He watched his older brother go up to “rebel” by becoming a crusading paladin, riding around on some celestial tiger like that was a good life choice. The village-raising-group tutted briefly, but ended up praising the righteous crusader.

While still remaining totally neutral and refusing to actually do anything else for those in need. The hypocrisy soured his relationship both with his commune and with his do-gooder brother, who, in theory, he kind of liked, as far as he liked anyone.

His curse and blessing has always been the idea that he is always the smartest person in the room. Both fortunately and not, that is actually mostly true. His information is almost always accurate, though the conclusions he draws are not quite so reliable.

He is a talented evoker who never was very good at art or making things, though he learned fletching almost as a boring necessity. In his mind, there are Very Bad Things out there who would do harm to anyone weaker. Never a builder, he has decided his life’s mission is to destroy the destroyers.

Now after more than a century of waiting, he has found his opportunity to prove this. The continuing war against giants seems a good place for him to finally show who he really is. This awkward genius, with a flat, clipped speaking voice and a dark sense of humor wishes to be a powerful weapon in the war against aggressors.

He is tall and thin, even for an elf, though his full 6’8” stature is rarely obvious due to his horrible posture. He tends to read not as a physical threat and that’s pretty accurate. His face is pale and thin ...well, really, all of him is. He’s heartier than he looks from years of “mindless commune physical labors.”

He tends to miscalculate the length of appropriate eye contact, either too long or too little.

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