
Voadam |

I am rethinking the unchained summoner part of the Ulfen Brawler/Summoner concept. Eidolons and summoned monsters add a lot for a DM to track, particularly when there are more than the default four characters. Their power is also pretty independent of the 15 pb power limitation so they shine more in a low point buy game, even where characters are competent from gestalt, feats, and skills. I can do the same viking magical puncher concept with a lower powered familiar or no familiar, so I am considering arcanist, sorcerer, wizard, or even skald as the arcane magic part.

Plastic Dragon |

This looks like the most comprehensive version I can find.
Thanks! Much appreciated.

Mr. Biggs Sparklefoot |

Here is Mr. Biggs, Reformed goblin alchemist/gunslinger 5 Oracle of Sarenrea 15 (probably, may just go full oracle)
Ranged Damage dealer and eventually support character. I might take a level of oracle at level 2, probably will for story purposes.
DM, are you Okay with firearms? If not, I can make him a crossbow user (bolt ace) but firearms fits the "explosive, wild, and unpredictable" feel better I

Plastic Dragon |

Mr. Biggs, you reminded me of an important information.
Everyone: The PCs are expected to reach level 17~18 by the end of the game. Whether 17 or 18 will depend on how powerful the party is relative to the game.
Hmmm. Perhaps that's a hint we should be simplifying rather than complicating character creation a bit?

Ouachitonian |

How does ABP interact with, for example, the Gloomblade fighter archetype and it’s scaling weapon? Relevant text as follows:
Shadow Weapon (Su): A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)
At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.
At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.
TL;DR, the Gloomblade can create a weapon with up to an effective +10 equivalent at level 18. Does the ABP scaling enhancement let you break the normal +10 cap, is it just wasted, something else...? There are several different classes and archetypes that grant scaling weapon enhancement (the Magus and Warpriest come to mind), I use the Gloomblade because I was looking at possibly taking that archetype.

The Archlich |

About the bladebound magus, and any other similar cases - when two effects apply similar conditions to something in Pathfinder (enhancement bonus for example), use the largest one (they don't add to/stack with each other). So, use the black blade progression instead of ABP for that weapon, and attune your ABP to something else, like a bow (like Ouachitonian mentioned for the gloomblade), otherwise it would be wasted on the black blade.

Mr. Biggs Sparklefoot |

I was wondering, if I can take 10 and craft an alchemical item, can I Start the game with having crafted it?
also-
Mythweavers character sheet for Mr. Biggs
Mechanics aren't entirely finished, but they are more or less there. Just deciding on traits, and any archetypes I want to take.
I will be planning to take the explosive missile discovery at level 4, and likely explosive bomb at 2. Just to stay to theme.

Monkeygod |

Since apparently I have 'all the power'(muhahahahaha), let me address a few more things:
1) Starting gold: I think starting with max gold for the better of your 2 classes makes sense.
Anthrog, how strict are you on things like rations, arrows, etc?
Maybe we can get 1 classes' kit as a bonus?
2) I'm okay with baseline guns. Emergent, I think?
3) That said, I am a bit wary about a goblin being in the party. They are a big enemy of Sandpoint, so there needs to be a really good reason for him to not killed/arrested on sight...

Mr. Biggs Sparklefoot |

He is under the protection of a priestess of Sarenrea as a experiment to see if humans and goblins can ever live together? The intent is for him to be an oracle of Sarenrea eventually. If you want I can PM you some stuff and thoughts I had.
That said, I would still expect fairly heavy racism towards him. He would have been around for about a year by now though, and, while very goblin in his antics, has seemed to mean well. I'm writing up a quick summary atm.

Mr. Biggs Sparklefoot |

Mr. Biggs Sparklefoot wrote:He would have been around for about a year by now though...So, some of us would be from out of town. What happens when the fight breaks out and we don't know he's one of the good guys?
Based on his weaponry and speaking, its unlikely you wouldn't know who he is. And the fact he is fighting any of the goblins causing trouble. Oh, and the Icon of Sarenrea he wears on his person at all times. (as mandated by said priestess)
Other than that, it would be similiar to trying to figure out who is who in a battle field/warzone from the medieval times likely.

Mr. Biggs Sparklefoot |

I mean, if you guys don't think it has great potential for RP, or causes too much friction then fine by me. I just thought it would make an interesting twist on it. If your PC can't tell a threat from a potential ally or at least someone not actively fighting him by all means kill him. Though, that would be a bit difficult to do so without a concerted effort, thanks to Roll with it XD. As a matter of fact, I think it might be hilarious to have another player smack Mr. Biggs and send him rolling once. Or I suppose I won't get picked to play to begin with. If its seen as that much of a problem I'll see if I can think up something else I guess

Plastic Dragon |
1 person marked this as a favorite. |

Ok, to maintain my own sanity while I work on a character if for nothing else, I'm going to combine the "agreed upon "rules" for character generation for this game. If I am in error in any way, feel free to point it out. I'm just going by statements in this thread.
- no more than 5 players (including MonkeyGod)
- Paizo material only
- unchained classes only (for those classes that apply)
- 15 PT buy abilities
- 1 trait must be a campaign trait from the player's guide, anniversary edition.
- Gestalt rules may be used for character class
- Background Skills are permitted and encouraged
- Each PC gets one bonus feat that must not be combat applicable. Proficiency feats, skill focus, the various +2 to two skills, etc. Metamagic feats aren't really allowed either. Basically if it grants a straight up increase to combat effectiveness, it's not a background feat.
- Automatic Bonus Progression enabled
- Elephant in the Room feat tax elimination
- Max gold of one of your starting classes to start
- 1 Class's kit as bonus for equipment
- Max HP at first level based on best Class HD
Did I miss anything? Did I add something I shouldn't have? I think this is all of it but have no issue admitting it might be wrong. :D

Plastic Dragon |

Completely unrelated: Does anyone have any experience with the Forgemaster archetype for Dwarven Clerics? I'm debating the worth of the abilities gained in exchange for the lost channeling usage. (Though, to be honest, the idea of having a Cleric who uses Runes in a Rise of the Rune Lords campaigns just seems too good to pass up.)

Spazmodeus |

I would say to rein it in a fraction, since we have so many additives for characters, we should require a drawback to get the third trait.
On another note, does anyone know if theres a way to do gestalt in Herolab?
Here's a link...link

Robert Henry |

All right then, going Aasimar angel-kin (scion of humanity) Lyrune-Quah (The Moon Clan) Shoanti bloodrager/oracle (Lunar mystery) taking the monster hunter trait.
Monkeygod how long is recruitment open for?
I think I've got the crunch, still working on the fluff, will post it when I'm satisfied with it.
Initiative: 5 = - 1 [dex] + 4 [familiar] + 2 [trait]
Speed: 40 ft.
Hit Points: 13
AC: 17/18 = 10 + 4 [leather lamellar] + 3 [charisma] + 1 [Klar]
Touch: 13
Flat-footed: 14/15
Fort: + 4 = 2 [base] + 2 [constitution]
Ref: + 3 = 0 [base] + 3 [charisma]
Will: + 3 = 2 [base] + 1 [wisdom]
Base Atk +1
CMB + 4 = 1 [base] + 3 [strength]
CMD 15 = 10 + 1 [base] + 3 [strength] + - 1 [dexterity]
Melee: + 4 = 1 [base] + 3 [strength]
Ranged: + 0 = 1 [base] + - 1 [dexterity]
Stats: Str. 16, Dex. 8, Con. 14,Int. 10, Wis. 12, Cha. 16,
Traits:
Campaign: Monster Hunter: Benefit: you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Combat Reactionary: + 2 Initiative
Feats:
Background feat TBD
Shared with Familiar: Alertness
First level feat: Revelation
Race Traits:
Angel-Blooded (Angelkin) Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.
Typical Alignment Any good
Ability Modifiers +2 Str, +2 Cha
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Bloodrage:
Bloodline: Arcane
Bloodline Power: Familiar:Jerboa (+ 4 init)
Bloodrage: At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class.
Fast movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Oracle: Spirit Guide Archetype
Oracle’s curse: Tounges Celestial
Mystery: Lunar
Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.
Revelations:
@ 1st level: Primal Companion : Tiger
From feat @ 1st levelProphetic Armor:You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.
Spells:
Per day: 1st level 3+1
Spells known:
Orisons@4:
First level@2:
favored class bonus: + 1 HP
Skills
6 = 1(4 [class] + 2 [background] )
Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str)
Acrobatics -3 = -1 [Dex] + - 2 [armor]
Bluff 3 = 3 [Cha]
Climb 1 = 3 [Str] - 2 [armor]
Diplomacy 3 = 3 [Cha]
Disguise 3 = 3 [Cha]
Escape Artist - 3 = - 1 [Dex] - 2 [armor]
Handle Animal 7 = 3 [Cha] 1 [rank] + 3 [class skill]
Heal 1 = 1 [Wis]
Intimidate: 3 = 3 [Cha]
Knowledge (TBD) = 0 [int] + 1 [rank] + 2 [class skill]
Knowledge (geography) 4 = 0 int] + 1 [rank] + 3 [background skill]
Linguistics: 6 = 0 [Int] + 1 [rank] + 3 [background skill] + 2 [race]
Perception 7 = 1 [Wis] + 1 [rank] + 3 [class skill] + 2 [familiar]
Ride - 3 = - 1 [Dex] - 2 [armor]
Sense motive 5 = 1 [wis] + 2 [familiar] + 2 [race]
Stealth - 3 = - 1 [Dex] - 2 [armor]
Survival 5 = 1 [Wis] 1 [rank] + 3 [class skill]
Swim 1 = 3 [Str] - 2 [armor]
Gear
explorer's outfit N/A
Lamellar (leather): 60 gp. 25 lbs. +4 +3 - 2 30 ft
Klar (traditional): 12 gp 6 lbs. 1d6 x2 S. + 1, - 1
Longsword: 15 gp 4 lbs. 1d8 19-20/x2 S
Earth Breaker: 40 gp 14 lbs. 2d6 x3 B
Kunai: 2 gp 2 lbs. 1d4 x2 10 ft. B or P tool
sling: N/A, N/A
Bullets, sling (10): 1 sp. 5 lbs.
Kit, Barbarian’s: 9 gp; 16 lbs. This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Total weight of all gear: 72
Light armor (tiger) 20 gp 15. lbs.
wealth 180 - 158.1 gp. =
Carry Capacity
Light load: 76 lbs or less.
Medium load: 77 lbs. - 153 lbs.
Heavy load: 154 lbs. - 230 lbs.
Lift over head: 230 lbs.
Lift off ground: 460 lbs.
Push or drag: 1,150 lbs.
Familiar
Jerboa: This small, sand-colored rodent has long hind legs and large ears. Its tufted tail is longer than the animal itself.
N Diminutive animal
Init +7; Senses low-light vision, scent; Perception +6
AC 18, touch 17, flat-footed 15 (+3 Dex, +4 size + 1 NA)
hp 6
Fort +1, Ref +5, Will +2
Speed 20 ft.
Melee bite –1 (1d2–5)
Space 1 ft., Reach 0 ft.
Str 1, Dex 16, Con 8, Int 6, Wis 15, Cha 3
Base Atk +0; CMB –1; CMD 4
Feats: Improved Initiative, alertness, Improved Evasion,
Skills Acrobatics +11, Perception +6; Racial Modifiers +4 Acrobatics, +4 Perception
Natural Armor.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Animal Companion
N Medium male Tiger
Animal Companion (Bodyguard)
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 Dex, +1 natural + 2 leather)
hp 9
Fort +5, Ref +5, Will +1
OFFENSE
Speed 40 ft.
Melee Attack bite (1d6), 2 claws (1d4) Special Attacks rake (1d4)
STATISTICS
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Light Armor, Alertness (when adjacent)
Skills Perception +6/+8, Stealth +7, Survival +2 (+6 scent tracking);
Racial Modifiers +4 Survival when tracking by scent
Tricks: 6+1, attack, come, defend, down, flank, guard, heel,
GearLeather
Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Shared Vigilance: Both a bodyguard and its master gain Alertness as a bonus feat whenever they are adjacent. This replaces share spells.

Monkeygod |

are you against a potential goblin PC?
Why don't you PM me and give me some more details. I am not fully opposed, but it does need some special consideration.
As to how long this will be open for, how about we close new submissions at midnight EST on Tuesday the 27th. We can then give people till the same time on the 3rd to finalize PCs.

Shadoo Mortimer |

Archlich here with my grappler! All the love and hugs for my GM Anthorg, hehe. Working on the backstory for him right now. If anyone already has pieces of their backstory too, I'd be happy to mix them.
If I may give my two cents (and my apologies for it), I don't really think this is the right AP to play a goblin, hobgoblin or orc type of dude (especially a goblin, I'd say).

Goliath |

I’ve decided not to submit my bard, Elaina, and do something better suited for gestalt so I present Goliath and his Allosaurus, Stormborn. Invulnerable Rager barbarian/Goliath druid. Out of combat they fulfill the wilderness expert roll with a little bit of diplomacy.
In combat they’ll be tank and melee dps. Early on Goliath will be damage and buffs. With the light armor feat and studded leather armor, Stormborn has 20 AC and three natural attacks and will fulfill the tank roll. Since animal companion’s survivability doesn’t scale like PC’s, they will switch rolls at level 6. Goliath will tank with the DR from barbarian and regeneration from moss troll form. Stormborn gets pounce and grab at level seven, so she will switch to damage/control
NG Medium humanoid (human, orc)
Init +1; Senses darkvision 120 ft.; Perception +6 (+7 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d12+2)
Fort +4, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee falchion +4 (2d4+4/18-20)
Special Attacks rage (7 rounds/day)
Druid (Goliath Druid) Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, magic fang
. . 0 (at will)—create water, detect magic, know direction
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Combat Expertise (Feat Tax), Furious Focus, Nature Soul(Free Background Feat), Power Attack(Feat Tax)
Traits devotee of the green, friend in every town, giant slayer
Skills Bluff -1 (+0 vs. giant subtype creatures), Diplomacy +4, Handle Animal +3, Heal +6, Knowledge (geography) +5, Knowledge (nature) +7, Perception +6 (+7 vs. giant subtype creatures), Sense Motive +2 (+3 vs. giant subtype creatures), Survival +8
Languages Common, Druidic, Orc
SQ fast movement, nature bond (allosaurus named Stormborn), orc blood, primal bond, primal empathy, primal size, primal summons, wild empathy +1
Other Gear hide armor, falchion, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, waterskin, 35 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (120 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Rage (Unchained, 7 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.\
==========
Stormborn CR –
Allosaurus
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+3 armor, +3 Dex, +4 natural)
hp 12 (2d8)
Fort +3, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d6+2), 2 claws +3 (1d4+2)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Light Armor Proficiency
Tricks Attack, Defend, Down, Fighting, Flank, Heel, Stay, Watch
Skills Acrobatics +6 (+10 to jump), Perception +6
SQ defend, fighting, flank, heel, watch
Other Gear studded leather
--------------------
Special Abilities
--------------------
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Flank [Trick] Attempts to attack and flank indicated enemy.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Watch [Trick] Stands watch over designated area.
”We found him as an infant at the mouth of a cave in the Stony Mountains. He was alone and unharmed. We do not know how her got there. His kind, gloomkin half-orcs, are from the Darklands. Perhaps the cave holds an unknown entrance into that lightless land, and someone down there thought he would have a better chance on the surface. That is what I choose to think, at any rate.” The elderly shoanti woman sits back in her rocking chair, old bones cracking and popping with the motion. She was carving an auroch horn with a small knife. ”Of course many of the clan wanted to leave him, at least that is what they claimed. No one is that mindlessly cruel, not in my quah.”
”We took him back with us to Curchain hills, our home. He had all the problems you would expect of a child so different to his peers; even for a half-orc he stood out. That did not last long. By twelve years of age he towered over the other children, not two years later he was the tallest person in our tribe and he did not stop there. I’ve seen smaller ogres. His size was put to good use. Our Quah, the Shiikirri-Qua, works the fearsome members of the Tamiir-Quah to stop the giants who make their homes in the Iron Mountains from spreading west and south into Varisia. Goliath was a fierce warrior and a formidable foe; made all the more deadly when our Seer discovered the spark of druidic magic within him. He could harness the growth of plants to make himself as large as the giants themselves.” A hint of pride creeps into the woman’s voice and a small smile forms on her lips. ”It has been said that the giants have their own name for him. A name spoken in fear.”
”All of that is not to say Goliath is a mindless brute. He has a kind and gentle soul, loyal and wise. Patient and skilled with animals and people. His druidic magic has saved countless warriors. He has wandered much further than most of our Quah. I believe he even visited Magnimar once, but he always returns home.” The old woman holds the horn to the light, inspecting it. She gives a satisfied nod, happy with her work, and slips the horn into her pocket. It would make fine scales for a knife.
”As for that beast that accompanies him?” The old woman chuckles, a dry, rough sound. ”He’s had her for years, since she was a hatchling. I have no idea where he got her –her kind certainly aren’t native to varisia—but I’ve seen her tear a bull auroch apart in seconds and still allows the children to climb all over her. A truly magnificent creature.” She rises from her chair, more creaks from her joints, but straight back and broad shoulders belie her age. ”Why do you ask after our Goliath? Do you have a giant problem?”
====================
Just shy of seven-foot-tall and four hundred pounds, Goliath lives up to his name. His skin and thick beard are a pale blueish white like those of his fellow underground dwelling gloomkin half-orcs. He carries a falchion, the signature weapon of orcs. His clothing is mostly leather. Breechcloth, leggings, and moccasins. He generally goes topless unless donning armor and has a bearskin cloak for cold weather.