Gestalt Giant Slayer beer and pretzels


Recruitment

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It's been a while since I've run a pbp here, but I figure I have time for it so I might as well.

The premise is fairly simple. Janderhoff has learned of a movement to coordinate the Giants into an army and crush all the smaller folks. They have outfitted an expedition of elite operatives to deal with the situation and dispatched it. You are that expedition.

We will begin in the second module (Hill Giant's Pledge). You will not be from Trunau like in the normal adventure path. This means you also start at 4th level.

Now for the character creation details.

Alignment: No evil or CN.
Stats: 20 point buy
Traits: 2, you can use the Giant Slayer campaign ones , but don't have to
Race: Dwarf- everyone is from Janderhoff, those tall folks can't be trusted.
Gestalt: One side is a fighter. Other side is pretty open, though we'll skip occult classes, summoners, and gunslingers other than bolt ace. No firearms. Also, you are limited to only the 2 classes you start with, no prestige classes, or stacking a pile of classes on the not fighter side.
Spells: Core, if you want other spells, ask. There's still too many sketchy spells out there which evaded a balance pass.

We will be using Automatic Bonus progression . Starting cash with therefore be 3000 gp.

As stated in the title, this is a beer an pretzels style game. If you want to write a couple pages of background about your hopes, dreams, background and family history, go right ahead. I won't read it. You will need a build, and some idea of the progression you plan. Some idea of who the character is and what they are like (keep it short) is all you need.

As it seems that herolab's gestalt is broken (for me at least), this tool seems to work. You will need to go into settings to turn gestalt on.


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Dude, it has been a while, but you had me at Beer and pretzels.

Having started Giant Slayer three different times and never gotten out of Tranau, I can't explain how happy I am to be starting with Hill Giant's Pledge. Everything else, the ABP, gestalt and playing in a game ran by 'drbuzzard' again, are all gravy.

So, Dwarf and one side of Gestalt is Fighter. Just to make sure, that's fighter, not any full BAB class like ranger, paladin or cavalier, but Fighter yes?

Keeping fighter in mind, I'm leaning towards fighter/unchained rogue. Everyone needs a burglar whether they realize it or not.

Edit: Drbuzzard, how long are you leaving recruitment open and how many dwarves are you taking?


reckon I can run a dwarf...probably one who REALLY likes crossbows...

Path Companion has a few other cool options under settings: I've only turned on ABP (*not* APB +2) and Gestalt...have you considered Hero Points and/or Background Skills?


Dwarves? Yes. Yes. Yes yes yes.
Everyone from Janderhoff? Yes.
Gestalt with fighters? Yes.
Robert Henry putting forward a fighter/rogue? That's another yes from me on my interest in this.

Putting forward Kurgan Kegstalker. A dwarven fighter/alchemist. Here to provide potent drinks to dwarves on the march.

Class 1 Mixologist and vicisectionist Alchemist

The two seem to work together. Yes...he loses the discovery at level 2, because it modifies bombs and he loses bombs. But that is a small price to pay. I just don't like the idea of him wasting alcohol by throwing it.

Class 2 Mutagen Fighter

Mixologist is too perfect an archetype to not take for this character concept. However, it loses mutagen. That is such a shame, because mutagen works really well with the character concept. Drinking something that gives you higher strength but less intelligence? How is that not alcohol? Luckily, the fighter side of things gives mutagen right back. It just gets delayed to level 3...which doesn't matter as we start at level 4.

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

So you have a dwarven brewer. Sneak attack damage in close combat, so he can work in tandem with a party rogue. Brews alcohol for himself and the group

Short background for my enjoyment:

Kurgan is a dwarf on a mission. He comes from a long line of experimental brewers. Each and every brewmaster or his clan has created a beverage that made their name. His great grandfather made Ogdin’s Howl. Brewed with werewolf blood, his ale would literally put hair on your chest. His grandfather made Kazzok’s Challenge. The mead, made within the skullpan of a troll, would refill itself of not drunk fast enough. His father made Beardling’s March. He didn’t know what his father made the beer with, but it requires a trip to the plane of fire, and once drunk it made the poor dwarf unable to sit due to a fire being lit under his arse. It sold well with the army. But what of poor Kurgan? He has yet to make his mark, and he is certain that the issue is that he just hasn't found the right ingredient. It is for his mission that he has decided to leave Janderhoff and to travel with other stout dwarves. It is his hope that when they finally return, he will bring glory to his Clan and to his Hold, both by deeds of valor, and for perfecting a beverage for which his name will be remembered.


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Robert Henry wrote:


So, Dwarf and one side of Gestalt is Fighter. Just to make sure, that's fighter, not any full BAB class like ranger, paladin or cavalier, but Fighter yes?

Keeping fighter in mind, I'm leaning towards fighter/unchained rogue. Everyone needs a burglar whether they realize it or not.

Edit: Drbuzzard, how long are you leaving recruitment open and how many dwarves are you taking?

I knew I must have forgotten something. Six characters will be selected. I'll keep recruitment open at least 2 weeks.

As for the fighter side, yes, fighter, not martial in general.

After being convinced of the humor value, make that seven dwarfs.


dibs on Grumpy!

Dark Archive

I am interested. I am thinking of a Dwarf Fighter/Wizard in heavy armor. I will work on getting it together.

Are you ok with the spell Liberating Command?


Perhaps a Dwarf/Bard who will be singing "Hiho!" and I Like Beer.


drbuzzard wrote:
If you want to write a couple pages of background about your hopes, dreams, background and family history, go right ahead. I won't read it.

God bless you, drbuzzard.

I've got a Fighter/Inquisitor in mind, but I'll have to take another look at the Inquisitor spell list since I think a lot of them aren't Core.


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Andostre wrote:
drbuzzard wrote:
If you want to write a couple pages of background about your hopes, dreams, background and family history, go right ahead. I won't read it.

God bless you, drbuzzard.

I've got a Fighter/Inquisitor in mind, but I'll have to take another look at the Inquisitor spell list since I think a lot of them aren't Core.

Living Grimoire!

Have a magical book of grudges and literally beat enemies to death with it! Or not...probably not...just thought it would be hilarious.


Grumbaki wrote:
Andostre wrote:
drbuzzard wrote:
If you want to write a couple pages of background about your hopes, dreams, background and family history, go right ahead. I won't read it.

God bless you, drbuzzard.

I've got a Fighter/Inquisitor in mind, but I'll have to take another look at the Inquisitor spell list since I think a lot of them aren't Core.

Living Grimoire!

Have a magical book of grudges and literally beat enemies to death with it! Or not...probably not...just thought it would be hilarious.

Having the Returning enchantment on it or a chain so you can literally throw the book at them!


Good to see you running an AP again. I enjoyed our last outing in WotR. I have a dwarf ranger twf giant killer I ran several times for this AP so I think i'll pull him out as a fighter/ranger.


Grumbaki wrote:
Andostre wrote:
drbuzzard wrote:
If you want to write a couple pages of background about your hopes, dreams, background and family history, go right ahead. I won't read it.

God bless you, drbuzzard.

I've got a Fighter/Inquisitor in mind, but I'll have to take another look at the Inquisitor spell list since I think a lot of them aren't Core.

Living Grimoire!

Have a magical book of grudges and literally beat enemies to death with it! Or not...probably not...just thought it would be hilarious.

You know I only like serious characters.


Andostre wrote:
Grumbaki wrote:
Andostre wrote:
drbuzzard wrote:
If you want to write a couple pages of background about your hopes, dreams, background and family history, go right ahead. I won't read it.

God bless you, drbuzzard.

I've got a Fighter/Inquisitor in mind, but I'll have to take another look at the Inquisitor spell list since I think a lot of them aren't Core.

Living Grimoire!

Have a magical book of grudges and literally beat enemies to death with it! Or not...probably not...just thought it would be hilarious.

You know I only like serious characters.

I have seen him hit things with a book. It really was entertaining.


Been a while since I saw a Giantslayer recruitment. Throw in Gestalt *and* ABP? Sold!


Can we use archetypes on the fighter side?

Possible ideas:

Snorri "Steroid" stronkarm"

Fighter alchemist.
Accidently confused the steroid tub with the booze tub, resulting in amusing consequences. Tries to sell booze everywhere he goes.
Chaotic good follower of Cayden.

Pär "Did you hear that" thundervoice

Fighter Wardrummer-skald
He has drums. He has clubs, he liked clubbing! He is agnostic on hitting drums or enemies, but the music will play! NG and worships Shelyn. Rumor has it he survived an encounter with a Marilith by impressing her with his drumming skills, cleverly using his mighty beard to operate 4 additional drum sticks, but most people just think he was s~+~faced drunk.

Bill "Your momma" Burntounge

Fighter Cleric of Feronia true neutal like his deity.
Is very attached to fire, while other dwarfs thinks he is weird for worshipping a fire elemental, he is very much taken by her... large tracts of land.
Is a true master of the art of trashtalking. And has a strange compulsion to trashtalk things stronger then him, unless they are also very female and attractive, in which case he tries to woo them but typically fails in a fairly comical fashion.

Sevanna "barberian" Stridsdottir
Fighter White haired witch
CG
Experimented with other uses for alcohol, and made a shampoo, while very very drunk, that turned her into a white haired witch with Cayden Caylean as her kind of accidental patron. Has since tried to recreate the shampoo but failed, apart from one case which resulted in a weird vigilante calling himself the "Mighty mustache", who unfortunately exploded after eating a Brimorak.
Hates Barbers.


Elephant in the Room optional rules?

And is that 20-point but a typo? 25 mayhaps?

FFS, were fighting giants! :)

Fighter / Bard (Sandman)? Oh, someone else said Bard.

Two Bards is twice as nice!


Djack Nymball wrote:

Elephant in the Room optional rules?

And is that 20-point but a typo? 25 mayhaps?

FFS, were fighting giants! :)

Fighter / Bard (Sandman)? Oh, someone else said Bard.

Two Bards is twice as nice!

To asnwer in order:

No
20 as stated. You have to make tradeoffs.


Mightypion wrote:

Can we use archetypes on the fighter side?

Archetypes are fine on both sides.


Bards are certainly a class that is easily doubled up on, given how versatile they are. Especially with archetypes like Dwarven scholar and the like.


Sounds exciting! I think I'd want to do a fighter (Weapon Master) // monk (Zen Archer).


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Just reel me in, I've got no fight left.

I'm not sure what I'll submit but I will definitely submit something. Tentatively, I'm thinking Fighter/White-Haired Witch... because managing to strangle a giant with your beard is just AWESOME.


I think I might go with a Fighter(Phalanx Soldier)/Paladin(Stonelord). Go full "You shall not pass!" with a polearm in one hand and tower shield in the other. It's also a chance to effectively play a Dwarven Defender without needing to prestige in.


Hello All!

An All dwarf Gestalt Giant Slayer beer and pretzels!!!

2 weeks to begin the fun of researching and concept building....

Many good combos already ...hehe...

Game on!

Thank you for running!


Apologies about the double posting, but I wanted this down to remember...lol.

Dwarf Fighter / Druid (Goliath) 4

Plan on taking the Fire Domain.


drbuzzard wrote:
Djack Nymball wrote:

Elephant in the Room optional rules?

And is that 20-point but a typo? 25 mayhaps?

FFS, were fighting giants! :)

Fighter / Bard (Sandman)? Oh, someone else said Bard.

Two Bards is twice as nice!

To asnwer in order:

No
20 as stated. You have to make tradeoffs.

Sure thing, no worries. Understood all around.


The new tool that was listed, does that auto save? Plus how can we get a page friendly version for here?


I'm going out of town for about a week starting Thursday, and though I may be around I won't be sitting at my computer. So, I finished the character I'd propose for this game, here: Kílien. She's a Weapon Master/Zen Archer dwarf raised among elves who came to Janderhoff after her village was raided and destroyed by giants.


Phillip Gastone wrote:
The new tool that was listed, does that auto save? Plus how can we get a page friendly version for here?

In my fiddling with it, it does autosave.

Also, someone asked about liberating command, and yes it is fine.


1 person marked this as a favorite.

Completed Entries
* Grumbaki: Kurgan Kegstalker
- Mutation Warrior Fighter / Mixologist Vivisectionist Alchemist
- Brewer looking for the ingredient needed to make his name

* Eriktd: Klien
- Weapon Master Fighter / Zen Archer Monk
- A dwarf raised by elves who came to Janderhoff after her village was destroyed by giants

Character Concepts
* Robert Henry: Fighter/Unchained Rogue
* Malinor: Fighter/Wizard in heavy armor
* Phillip Gastone: Fighter/Bard
* Djack Nymball: Fighter/Bard
* Andostre: Fighter/Inquisitor
* trawets71: Fighter/Ranger
* Mightypion: Fighter/Alchemist (alcohol) Fighter/Skald (drummer) Fighter/Cleric (worships fire elemental, potentially of swamp castle) Fighter/White Haired Witch (mighty mustache)
* stormraven: Fighter/White Haired Witch (beard strangler)
* Ouachitonian: Phalanx Warrior/Stonelord
* Dorian 'Grey': Fighter/Goliath Druid
* Veniir: 2 Handed Fighter/Empyreal Sorcerer


I'll post my interest with a Fighter (2H fighter)/Sorcerer (Empyreal). Will probably post my completed character until the end of the week.


It seems like this is the perfect AP for a mounted build.

I think I’ll submitting a fighter (drill sergeant so he can share team work feats with the rest of the party, I’m open to suggestions on other archetypes) and hunter. I’m picturing him riding a bear or a boar. I’ll play around with the concept a bit.


Made a change to Kurgan's build. He now has craft wondrous items, so he can start with a flask of endless ale.

Now, is it as good as plate armor? No. Not at all. But I was thinking about how he'd be making enough alcohol for all of his experiments with a full day of adventuring, and the math wasn't mathing. But with this? This, he can experiment using the flask and whatever ingredients he finds. That, and it means 1 gallon of ale being pourable per round. So while mechanically it isn't the 'best', flavor wise it completely is.

Also, assuming that he is in the party, he will happily use anyone's left over gold to make alcoholic potions (+1 CL and counts as alcohol). With spells such as CLW, shield, expeditious retreat, and barkskin.


Here is my fighter sorcerer. His spells are mostly combat buffs. He'll be hitting hard and sundering stuff as well.

Background:

Norter Skyshield comes from a family of adventurers. His parents met adventuring and both his sisters have gone out adventuring. It is no surprise that Norter has always wanted to leave Janderhoff to travel as well. He left home on a treasure seeking mission, and intends to come back only after being extremely successful.

Character sheet:

STR 18, DEX 10, CON 12, INT 10, WIS 16, [b]CHA 8

Male Dwarf
Medium Size
LG Gestalt Fighter (Two-handed Fighter)/Sorcerer (Empyreal) 4
BaB +4
Init +0; Senses: Perception +0, Sense Motive +0; Darkvision 60ft
CMB +8 (4BaB +4(Str)) (add 3 vs sunder)
CMD 18 (4BaB +4(Str)) (add 4 vs trip and bull rush) (add 3 vs sunder)
Favored Class Fighter (+1 hit points)

Defense
AC 14, touch 10 flat-footed 14 (+4 Armor) (add 4 vs Giant subtype) (Mind Shield spell)
HP 36 (28 (Fighter 4) + 4 (4*1Con) +4 (Fav.Class))
Fort +3 (+2 base +1 Con)
Ref +1 (+1 base)
Will +7 (+4 base +3 Wis)
+2 racial vs poison, spells and spell-like abilities
Resist acid 5
Resist cold 5

Offense
Speed 20 ft
Melee Dwarven Urgrosh (axe) +9 (1d8+8 S/x3)
Melee Dwarven Urgrosh (spear) +9 (1d6+8 P/x3)
Ranged Light crossbow +4 (1d8/19-20x2)
Remember Power Attack
Damage bonus is 2x Str when single attack
Add 1 to attack vs orc and goblinoid subtypes
Add 1 to attack vs objects
Space 5 ft, Reach 5 ft

Magic
CL 4
Concentration (Sorcerer level + Wis): +7

DC: 13+spell level

Spell level: Known+bloodline (slots)
Cantrips: 6
1: 3+1 (7)
2: 1 (4)

Spells known
Cantrips: Acid splash, Detect Magic, Daze, Mage Hand, Mending, Prestidigitation
1: Enlarge Person, Mount, Shield + Bless
2: Mirror Image

Other
Heavenly Fire (Sp) (2/day): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Traits:
Artifact hunter: You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers.
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats:
Weapon Focus (Dwarven Urgrosh) (Level 1)
Arcane Armor Training (Fighter lvl 1)
Power Attack (Fighter lvl 2)
Improved Sunder (Level 3)
Weapon specialization (Dwarven Urgrosh) (Fighter lvl 4)

Skills - (2 ranks/level):
ACP 0
Knowledge (arcana) +4, Spellcraft +5, Perception +11 (add stonecunning)
CS +1 trait) (reroll 1/week), Ride +4

Languages: Common, Dwarven

Equipment
Mihtral chain shirt (1250gp)
Dwarven Urgrosh (50gp)
Light crossbow (35gp)
Wand of Comprehend Languages (750gp) - 50/50
Backpack, Bedroll, Chalk x10, Scroll case, Belt pouch, Silk rope, Soap x1, Waterskin
Alchemist's fire x5

Leftover money:
gp: 799
sp: 3

Scarab Sages

This is interesting! In all these years I've never played a dwarf, so I guess it's time I did. I do love me some gestalt!

Offhand I'm thinking Fighter/Cleric. But I'll do some tinkering before fully committing to that.


Completed Entries
* Grumbaki: Kurgan Kegstalker
- Mutation Warrior Fighter / Mixologist Vivisectionist Alchemist
- Brewer looking for the ingredient needed to make his name

* Eriktd: Klien
- Weapon Master Fighter / Zen Archer Monk
- A dwarf raised by elves who came to Janderhoff after her village was destroyed by giants

* Veniir: Norter Skyshield
- 2 Handed Fighter/Empyreal Sorcerer
- Comes from a family of adventurers, left Janderhoff so that he may return home in glory

Character Concepts
* Robert Henry: Fighter/Unchained Rogue
* Malinor: Fighter/Wizard in heavy armor
* Phillip Gastone: Fighter/Bard
* Djack Nymball: Fighter/Bard
* Andostre: Fighter/Inquisitor
* trawets71: Fighter/Ranger
* Mightypion: Fighter/Alchemist (alcohol) Fighter/Skald (drummer) Fighter/Cleric (worships fire elemental, potentially of swamp castle) Fighter/White Haired Witch (mighty mustache)
* stormraven: Fighter/White Haired Witch (beard strangler)
* Ouachitonian: Phalanx Warrior/Stonelord
* Dorian 'Grey': Fighter/Goliath Druid


duhwoo wrote:

reckon I can run a dwarf...probably one who REALLY likes crossbows...

Path Companion has a few other cool options under settings: I've only turned on ABP (*not* APB +2) and Gestalt...have you considered Hero Points and/or Background Skills?

When you are already Gestalt, I generally don't see a need for background skills. Also I generally skip hero points.


drbuzzard wrote:
... I generally don't see a need for background skills...

Sort of silly to have background skills if you don't have a background

:)

Edit:I guess if I'm going to snark I may as well introduce my character. Brunner is RH's Fighter/unchained rogue. His two weapon style will be using the dwarven War-shield. I was thinking the Axe gauntlet, but he'd have to take them off every time he picks a lock. This way he just sets the shields down (or something like that) And hopefully I'll sort out how two shields add to the AC before we get started. I considered taking an archetype either 'weapons master' or 'two weapon warrior' but I think I'll take a few feats to switch hit for a ranged weapon, so the second fighter Weapon Training group may come in handy. I'll get his stats posted here in a little bit, and who knows maybe even a short background.


Dwarven warshields? Awesome. As for the AC:

"If you have the Two-Weapon Fighting feat and are wielding two dwarven war-shields, increase the higher of the two shield bonuses by 1. You lose this benefit for 1 round when you make a shield bash with one or both dwarven war-shields (unless you have the Improved Shield Bash feat or a similar benefit). A hand holding a dwarven war-shield can’t be used for anything else. A dwarven war-shield gains no benefit from shield spikes."

Normally they are just +1 AC. If you have two, with two-weapon fighting and improved shield bash, then they give you +2 AC. Then the ABP enchantment makes it +3 AC, and the two weapon defense is +4 AC. So pretty tanky.

Also, for being a switch hitter...throwing shield. Only costs 50 gold. Makes your dwarven warshields a thrown weapon. Makes feats like weapon focus and weapon specialization work in melee and ranged and means that you don't need a second weapon training category. Instead, options like focused weapon, trained weapon, and trained initiative, can be used instead. Or even just weapon specialist, given how feat intensive this can be. Throw in returning or a blinkback belt? He's set.

Just throwing it out there as a way of helping with the issue of only having two hands. Putting away both shields and pulling out a bow or the like and then pulling both shields out can get tricky. It does mean, however, that a weapon cord(s) would no longer be as useful.

-----

As for archetype...armor training actually does sound useful. From the top of my head...

Masterwork Breastplate (350 gold) with Armored Kilt (20 gold) for Heavy Armor. +7 AC, +3 Max Dex, -3 ACP. Armor training makes it +4 Max and -2 ACP. Could be reduced further with armored expert and nimble modification if so desired.

Or...Masterwork Chain Shirt (250 gold) with Armored Kilt (20 gold) for Medium Armor. +5 AC, +4 Max Dex, -1 ACP. With armor training making it +5 Max Dex and -0 ACP. Given that this is ABP, can always upgrade to a breastplate once enough fighter levels are gained to make the ACP less.

But yeah...weapon master is great if you are focusing on just that weapon. And mutation warrior can give +4 Dex, which for a fighter/rogue is a great buff to have.


Kurgan Kegstalker wrote:
Also, for being a switch hitter...throwing shield. Only costs 50 gold. Makes your dwarven warshields a thrown weapon. Makes feats like weapon focus and weapon specialization work in melee and ranged and means that you don't need a second weapon training category. Instead, options like focused weapon, trained weapon, and trained initiative, can be used instead...

I looked real hard at throwing shields. What becomes restrictive is the weight. At a str of 13 Brunner can carry 50 lbs worth of gear, even with a handy haversack (which will eat up most of his cash) it leaves 45 lbs for armor and weapons. Using 25 lbs for armor and each shield weighting 8 lbs. that leaves me 4 lbs for something to shoot or throw. I'm going to start with four chakrams, and since he has quick draw, he can use the chakrams at range, then draw the shields for closer work.

Now, once we get further in and he can afford to make everything from mithril, Maybe?


Kurgan Kegstalker wrote:
As for archetype...

I was curious so I took a look at fighter archetypes too, just to see. If you were willing to give up Armor Training, there's also Shielded Fighter -- exchanges Armor Training for dodge bonuses, and comes with a couple of tricks to penalize adjacent enemies with one of your shields. The AC boost isn't bad, but I'd say the rest is certainly not worth giving up advanced weapon training. Plus, as a rogue, it seems to me that increasing your max Dex and reducing your armor check penalties are both really useful.


Brunner Hammerfell wrote:
I looked real hard at throwing shields. What becomes restrictive is the weight. At a str of 13 Brunner can carry 50 lbs worth of gear... Using 25 lbs for armor and each shield weighting 8 lbs. that leaves me 4 lbs for something to shoot or throw....

Muleback Cords? 1,000gp and effectively triples your carrying capacity. 150 lbs.


Djack Nymball wrote:
Brunner Hammerfell wrote:
I looked real hard at throwing shields. What becomes restrictive is the weight. At a str of 13 Brunner can carry 50 lbs worth of gear... Using 25 lbs for armor and each shield weighting 8 lbs. that leaves me 4 lbs for something to shoot or throw....
Muleback Cords? 1,000gp and effectively triples your carrying capacity. 150 lbs.

Hmmm didn't think about the cords, that's a good idea. I also started thinking about carrying the extra shields in the backpack.... I think I'll go look a t the cords...

Edit: Thanks Djack for the reminder, going with the cords and back to my original archetype 'weapons master'


Muleback cords are a great idea, especially with ABP. There is also darkwood for the warshields. +80 gold and they are half weight.

And there is the combat trait muscle of the society.
“Your intense training has taught you how to infiltrate otherwise inaccessible ruins and extract their treasures without too much exertion.

Benefit: You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.”

Throw in a masterwork backpack (50 gold) for another +1 bonus to strength for carry capacity.

Having Str16 for carry capacity is not bad.


Here is my character Dolgrym Giantfoe. He will be going for a twin thunders build. Possibly some tripping and maybe some crit feats as well as more weapon focused feats for this dwarven maul axes.

I wouldn't mind have access to the lead blades spell and instant enemy.


Completed Entries
* Grumbaki: Kurgan Kegstalker
- Mutation Warrior Fighter / Mixologist Vivisectionist Alchemist
- Brewer looking for the ingredient needed to make his name

* Eriktd: Klien
- Weapon Master Fighter / Zen Archer Monk
- A dwarf raised by elves who came to Janderhoff after her village was destroyed by giants

* Veniir: Norter Skyshield
- 2 Handed Fighter/Empyreal Sorcerer
- Comes from a family of adventurers, left Janderhoff so that he may return home in glory

* Robert Henry: Brunner Hammerfell
- Fighter/Unchained rogue (dual dwarven warshields)

* Trawet71: Dolgrym Giantfoe
- Fighter/Ranger (twin thunders build)
- Clansdwarf of Clan Giantfoe. The short dwarf hates giants and has the goal of unaliving them so they cannot hurt others.

* Rdknight: Biruta Rovesdam
- Fighter / Cardinal Cleric
- Cleric of Adabar from a Clan that conducts long distance trade.

Character Concepts
* Malinor: Fighter/Wizard in heavy armor
* Phillip Gastone: Fighter/Bard
* Djack Nymball: Fighter/Bard
* Andostre: Fighter/Inquisitor
* Mightypion: Fighter/Alchemist (alcohol) Fighter/Skald (drummer) Fighter/Cleric (worships fire elemental, potentially of swamp castle) Fighter/White Haired Witch (mighty mustache)
* stormraven: Fighter/White Haired Witch (beard strangler)
* Ouachitonian: Phalanx Warrior/Stonelord
* Dorian 'Grey': Fighter/Goliath Druid


Alright, Biruta here will be my character submission.

She is a Fighter 4 / Cleric (Cardinal Archetype) 4 of Abadar.

Trade Subdomain from Travel.

Cardinal costs a Domain, but picks up some skills in class and gets 6 skill points per level. She's meant to be a decent party face given the party is a pack of grumpy, surly dwarves.

On the Fighter side things will be pretty standard. Medium armor and Dwarven Longaxe for reach in melee. She has a crossbow for ranged.

Biruta is is more sociable and outgoing than is typical for dwarves. Her family has long been involved with long distance trade with non-dwarven cities and towns in Janderhoff's region. As a Cleric of Abadar she serves as a sort of trade ambassador and caravan protector.

If a Ranger can lead a party through the unknown wilderness, Biruta can lead a party through unknown civilizations.

Pathcompanion was really handy for getting her built quickly since I don't have Herolab. But I still have to copy her sheet over to this alias. I should be able to get that done this evening.


Wish there was a way to trip giants, imagining a whip weilding fella.


Yeah, I was looking at things like the Archer fighter archetype or the Ranged Trip feat for Kilien, but giants generally have really good CMD. Maybe a grease or sleet storm specialist? Their Reflex saves are terrible.


Post above updated.

For tripping giants, the only way I know how is...

Harder They Fall. Need someone who has this to do aid another, letting you make the trip. Therefore...weapon master fighter (level 3 weapon training), and take the feat advanced weapon training for: Fighter’s Tactics (Ex) All of the fighter’s allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus)

Then for your second class, have one that gives you either a familiar or an animal companion. Have said familiar/animal companion use aid another. This would let you trip up to huge enemies. Cast enlarge person (or giantform or the like) on yourself for even larger enemies to trip. True strike is also useful due to high CMD. Getting +20 insight bonus can really help out.

Thematically it would actually fit pretty well, using your familiar/animal companion to help you trip something so much larger than yourself.

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