Gestalt Giant Slayer beer and pretzels


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Witch / Fighter (in progress):
Mac Ribbe
Male dwarf (Sky Citadel) fighter (weapon master) 4 / witch (white haired witch) 4 / Gestalt 4
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)

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Defense
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AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 enhancement)
HP 28 (4d10)
Fort +5, Ref +4, Will +6; +1 bonus vs. effects targetting Hair, +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training

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Offense
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Speed 20 ft.
Melee slam +8 (1d4+8)
Space 5 ft.; Reach 10 ft.

Special Attacks constrict (As Hair), trip (As Hair), weapon training, white hair

Witch (White Haired Witch) Spells Prepared (CL 4th; concentration +10)
. . 2nd—bone fists, cure moderate wounds, glitterdust (DC 16)
. . 1st—cure light wounds, enlarge person (DC 15), mage armor, shocking grasp
. . 0 (at will)—daze (DC 14), detect magic, light, read magic
. . Patron Elements

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Statistics
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Str 10, Dex 14, Con 10, Int 19, Wis 12, Cha 8
Base Atk +4; CMB +4; CMD 17 (21 vs. bull rush, 21 vs. trip)

Feats Boon Companion[UW], Dodge, Improved Familiar, Piranha Strike, Weapon Finesse

Traits bruising intellect, focused mind

Skills Acrobatics -1 (-5 to jump), Appraise +4 (+6 to assess nonmagical metals or gemstones), Climb +1, Fly +3, Handle Animal +3, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +8, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (planes) +9, Perception +4 (+6 to notice unusual stonework), Ride +3, Sense Motive +2, Spellcraft +9, Stealth +0, Survival +1 (+3 to track vs. humanoids of the Giant subtype), Swim +1, Use Magic Device +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework

Languages Common, Dwarven, Giant, Gnome, Terran, Undercommon

SQ giant hunter[ARG], weapon guard, witch's familiar (faerie dragon named Arcane Familiar)
Other Gear 3,000 gp

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Special Abilities
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Boon Companion (Arcane Familiar) Companion or familiar abilities are treated as if you were a higher level.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Weapon Guard +1: Hair Pin (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Hair Pin (Ex) +1 to hit and damage with your chosen weapon.
White Hair (Constrict) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Free Grapple) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Trip) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Familiar:

Arcane Familiar CR –
Faerie dragon (Pathfinder RPG Bestiary 3 91)
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
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AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size)
HP 14 (3d12+3)

Fort +6, Ref +7, Will +7
Defensive Abilities improved evasion; Immune paralysis, sleep; SR 13

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Offense
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Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +5 (1d3-1)
Space 2½ ft.; Reach 0 ft.

Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 15 negates, usable every 1d4 rounds), deliver touch spells

Spell-Like Abilities (CL 3rd; concentration +6)
. . 3/day—greater invisibility (self only)

Sorcerer Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—grease, mage armor, magic missile
. . 0 (at will)—dancing lights, detect magic, disrupt undead, ghost sound (DC 13), mending

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Statistics
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Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16

Base Atk +4; CMB +5; CMD 15 (19 vs. trip)

Feats Acrobatic, Dodge

Skills Acrobatics +8 (+0 to jump), Bluff +9, Climb +7, Diplomacy +9, Fly +23, Handle Animal +4, Intimidate +8, Perception +8, Ride +4, Sense Motive +8, Spellcraft +8, Stealth +17, Swim +17, Use Magic Device +9

Languages Common, Draconic, Elven, Sylvan; speak with animal (same kind only), speak with master, telepathy 100 ft.

SQ empathic link

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Special Abilities
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Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 15 negates, usable every 1d4 rounds
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (13) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.


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.

* Luke_Parry: Sergei von Janderhoff
- Eldritch Guardian Mutation Warrior Fighter / Crystal Tender Mammoth Shaman

* Dorian Gray: Mad Marvin Dundlerock
- Fighter/ Goliath Druid
- Formerly worked for the technic league, is now a hermit. Returned to Janderhoff with a warning.

* Sphinxtreecat: Barwyn Giantbane
- Savage Warrior Fighter / Goliath Druid

* Pancakes: Brighid Stoneheart
- Fighter/Warpriest
- An expert smith joining the expedition out of a sense of duty to protect her people, to see first hand how her creations do on the field, and for a chance to swing her oversized warhammer around to smack some giants. Plus, someone has to look after the team's equipment.

* Duhwoo: Grumpy
- Fighter/Gunslinger?

* Sir Longears: Urmir Dagrog
- Brawler Fighter / Ulfen Beast-Wrestler Brawler
- Seasoned fighter from the lands of the linnorm kings. Used to fight trolls.

* Stormraven: Mac Ribbe
- Weapon Master Fighter / White Haired Witch

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
* G-Unit: Fighter (rough rider)/ Hunter

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I think that brings it up to date. If I got anything wrong, please let me know.


Djack's back!

Apologies for the earlier confusion.

I present Ulfrec Aesgrim, ex slave/servant... I'm actually not familiar with the lore... so I made him a Lore Warden & Lorekeeper! :)

Fighter - Lore Warden / Warpriest of Calistria

He's here to trip the light fantastic and some giants! Whip wielding fun. Effectiveness is OK now but, will improve when he's squarely into his battlefield control glory! Probably by Level 6.

I did take the feat, Just out of Reach <<< Link and was wondering how often giants use spears and other reach weapons? Or is it mostly a waste?

Looking forward to Improved Whip Mastery, Combat Patrol, Weapon Specialization, and others depending on the composition of the others in the party (should he be chosen).

I've not mustered with all equipment, just the attuned armor and weapon and a shield. I'll work on wonderous items.

Open to comments, questions and/or suggestions from DM or fellow applicants.


Oof, I just noticed that my original submission of a 2handed fighter/empyreal sorcerer should have 2 extra Con. Please take that into consideration.


Kurgan Kegstalker wrote:

Completed Entries

Redacted

I don't see Glade Wolf Fighter/Arcanist in there. He is a completed character.


Quick question:

Dwarf Alternate Racial Trait Giant Hunter seems to give a +1 untyped attack bonus vs giants.

Would that stack with the Campaign Trait Orphaned by Giants' +1 trait attack bonus vs giants?

Looks legal, but didn't want to do it if the DM is against it.

Dark Archive

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Ulfrec Aesgrim wrote:

Quick question:

Dwarf Alternate Racial Trait Giant Hunter seems to give a +1 untyped attack bonus vs giants.

Would that stack with the Campaign Trait Orphaned by Giants' +1 trait attack bonus vs giants?

Looks legal, but didn't want to do it if the DM is against it.

They should stack. Trait bonuses usually do not stack, but an alternate racial trait isn't a "trait" actually, even if called just that.

Racial traits and their alternates are a thing not to be confused with character traits. Yes, it is confusing and they should have used different terms, but it is what it is.

Character traits are then divided in types: combat, faith, magic, social, regional, race, equipment, campaign, and so on. And yes, to make it worse they decided to have "race traits" and "racial traits", which are totally different things lol.


@ drbuzzard not certain how much perusing you have been actively performing, but I am changing out Improved Trip for Weapon Specialization.

I may venture into Grappling at later levels (although that would need a Dex boost unfortunately) as it fits his giant shananagins later....

Stupid Dex! I may need to swap out Dex and Con, which would be unfortunate as I like my Melee to get 10hp per level (@8th currently)...

I suppose with Bull's Strength he could go Con at ABP at 7(?)...

I may do that and procure required Feats by then for Grappling.

And, I was thinking of changing his eye color from black to blue....


stormraven wrote:
GM, any answer on these questions?

Those are fine.


Mad Marvin Dundlerock wrote:

@ drbuzzard not certain how much perusing you have been actively performing, but I am changing out Improved Trip for Weapon Specialization.

I'm not really perusing much at all yet. When everything is in I'll go over them.

I try to pay attention to questions.


Ulfrec Aesgrim wrote:

Quick question:

Dwarf Alternate Racial Trait Giant Hunter seems to give a +1 untyped attack bonus vs giants.

Would that stack with the Campaign Trait Orphaned by Giants' +1 trait attack bonus vs giants?

Looks legal, but didn't want to do it if the DM is against it.

As Longears said, they stack. They are differently typed bonuses.

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