Pathfinder 1E [Canceled] Pathfinder: Giantslayer

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Guest 11456

Guest
This is the recruitment thread for the Pathfinder: Giantslayer Adventure Path. Only four will be accepted.

[sblock=Character Creation]There are four slots available for this campaign. They follow the basics:
Martial: Fighter, Barbarian, etc.
Skilled: Rogue, Bard, etc.
Divine: Cleric, Druid, etc.
Arcane: Wizard, Sorcerer, etc.

Read more: here


0. Nothing is approved until the DM says so.

1. Each submission will have a unique race created using the 'Race Builder' rules from the Advanced Race Guide using a 15 race point build. Follow the power level as defined in those rules. Your race needs a name (e.g. Beastman).

2. Any class (alchemist, arcanist, barbarian, bard, bloodrager, brawler, cavalier, cleric, druid, fighter, gunslinger, hunter, inquisitor, investigator, magus, monk, ninja, oracle, paladin, ranger, rogue, samurai, shaman, skald, slayer, sorcerer, summoner, swashbuckler, warpriest, witch and wizard). But take note that the basic roles of Martial, Skilled, Divine and Arcane are how the four will be chosen.

3. Any non-evil alignment.

4. Characters get a single campaign trait. Characters may have an additional single non-campaign trait by taking a drawback.

5. Approved source: Archives of Nethys

6. Characters should be created at first level using a 12 point buy.

7. Everyone gets maximum hit points first level. Each additional level will be 3/4 max (round up on even levels and down on odd levels where appropriate). Supporting cast (e.g., animal companions, familiars) use half max each level after first.

8. Minimum starting gold. That means that: The cavalier, fighter, gunslinger, paladin, ranger, slayer, swashbuckler and warpriest get 50gp. The cleric, hunter, inquisitor, magus, ninja, and rogue get 40gp. The alchemist, barbarian, bard, bloodrager, brawler, investigator, oracle, samurai, shaman, skald and witch get 30gp. The arcanist, druid, sorcerer, summoner and wizard get 20gp. The monk gets 10gp.

9. Show all your work (e.g. 'Str: 16 +3 (5 points, +2 racial)'). Use the following format for character sheet submittal.

[sblock=Character Sheet][sblock=RACE]Race: Beastman
Type: Humanoid (human) 0 rp
Size: Medium 0 rp
Base Speed: Normal 0 rp
Ability Score Modifiers: Human 0 rp
Languages: Linguist 1 rp
Racial Traits:
Ability Score Racial Traits:
None
Defense Racial Traits:
Natural Armor 2 rp
Feat and Skill Racial Traits:
Flexible bonus feat 4 rp
Skilled 4 rp
Magical Racial Traits:
None
Movement Racial Traits:
Fast 1 rp
Offense Racial Traits:
Bite 1 rp
Claws 2 rp
Senses Racial Traits:
None
Weakness Racial Traits:
None
Other Racial Traits:
None

Total: 15 rp[/sblock]Note: I started with a basic human and added 6 more racial points with natural armor, fast, bite and claw. So you can start with any race and add or subtract. Or you can build it from scratch.

[sblock=CHARACTER]INFORMATION
Name: Example Character
Player: Tailspinner
Race: Beastman
Class: Fighter
Level: 1
Alignment: Neutral Good
Languages: Common
Deity: None
Size: Large
Gender: Male
Age: 21
Height: 6'-6"
Weight: 220#
Hair Color: Brown
Eye Color: Blue
Skin Color: Medium

ABILITIES
Str: 16 +3 (5 points, +2 racial)
Dex: 12 +1 (2 points)
Con: 14 +2 (5 points)
Int: 10 -1 (0 points)
Wis: 10 +0 (0 points)
Cha: 10 +0 (0 points)

COMBAT
HP: 13 [d10, +2 Con, +1 FC]
AC: 15 [10 base, +1 Dex, +3 armor, +1 natural]
AC Touch: 11 [10 base, +1 Dex]
Flatfooted: 14 [10 base, +3 armor, +1 natural]
Init: +1 [1 Dex]
CMB: +4 [1 BAB, +3 Str]
CMD: 15 [10 base, +1 BAB, +3 Str, +1 Dex]
Fortitude: +4 [2 base, +2 Con]
Reflex: +1 [0 base, +1 Dex]
Will: +0 [0 base, +0 Wis]
Speed: 40'

WEAPON
Bite: Attack: +5 [1 BAB, +3 Str, +1 WF], Damage: 1d3+3, Crit: 20, Type: BPS
Claw(x2): Attack: +5 [1 BAB, +3 Str, +1 WF], Damage: 1d4+3, Crit: 20, Type: BS

ARMOR
Studded Leather: AC: +3, MDB +5, ACP: -1

RACIAL
Abilities: +2 Str
Base Speed: 30'
Favored: Fighter (HP)
Fast Movement +10'
Natural Armor +1
Bite 1d3
Claws 1d4
Bonus Feat: Weapon Focus (Claw)
Extra Skill point per level

CLASS: Fighter
Armor/Weapons: All armor and all shields / all simple and martial
Bonus Feat: Power Attack

FEATS
Weapon Focus (Bite) - +1 bonus on attack rolls with bite attack
Weapon Focus (Claw) - +1 bonus on attack rolls with claw attacks
Power Attack - can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls

TRAITS
Dwarf Trained - a +1 trait bonus on attack rolls against creatures with the orc subtype.
Armor Expert - reduce ACP by 1 to a minimum of 0 when wearing armor

DRAWBACK
Xenophobic - take -2 penalty on Diplomacy and Sense Motive checks verses other races

SKILLS 3 [2 base, +0 Int, +1 human]
Climb +7 (1 rank, +3 CS, +3 Str)
Handle Animal +4 (1 rank, +3 CS, +0 Cha)
Swim +7 (1 rank, +3 CS, +3 Str)

CARRYING CAPACITY
Light: 76#
Medium: 153#
Heavy: 230#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Studded Leather (25gp, 20#, worn)
Backpack (2gp, 2#, back)
Total (27gp, 22#, light)

FINANCES: 23gp

Appearance: At least a few lines to describe what your character looks like.

Background: At least a few paragraphs to describe your character's past.[/sblock][/sblock]The Player's Guide can be downloaded free: here.[/sblock]

Submissions:
kinem - Town Giant Warpriest [Divine]
isidorus - Beastman Witch [Arcane]
Scotley - Lupin Brawler [Martial]
Kaodi - Peakrider Alchemist (Vivisectionist) [Arcane]
convenience_storeMan - Human Druid [Divine]
Kaodi - Tuaga du Imbraam Ranger (Skirmisher) [Martial]
Fenris - Vanor Fighter (Tactician) [Martial]

Martial: 3 submissions
Skilled: 0 submissions
Divine: 2 submissions
Arcane: 2 submissions

Game canceled due to insufficient submissions.
 
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Kaodi

Hero
I do not have a name or a definite description yet, but I am looking at creating an insectoid character that is a Small Monstrous Humanoid with -2 Str, +2 Dex, +2 Wis, Standard Language, Lesser Defensive Training (Giant), Fearless, Natural Armour, Climb, Gliding Wings, Fast, Bite, and Swarming.
 

kinem

Adventurer
I thinking of making a Town Giant (large race) magus or warpriest.

edit: I'm making a warpriest.
 
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Shayuri

First Post
I have a notion to make a kind of secretive, quasi-nocturnal halfling-type people, with my character being either a summoner or a sorceror. Right now I'm kind of liking the summoner idea.

I'll look at some stats and see if it makes me happy when it's more concrete.
 


Soikka of Stonesinger Clan

[section]




















[sblock=Character Sheet][sblock=RACE]Race: Hiisi
Type: Monstrous Humanoid 3 rp
Size: Medium 0 rp
Base Speed: Slow -1 rp
Ability Score Modifiers: Specialized 1 rp (+2 Str, +2 Dex, -2 Cha)
Languages: Standard 0 rp
Racial Traits:
Ability Score Racial Traits:
None
Defense Racial Traits:
Mountain-Born 1 rp
Natural Armor 2 rp
Feat and Skill Racial Traits:
Static Bonus Feat 2 rp
Stonecunning 1 rp
Magical Racial Traits:
Spell-Like Ability, Greater 3 rp (stoneshape 1/day)
Movement Racial Traits:
Climb 2 rp
Offense Racial Traits:
Natural Attack (slam) 1 rp
Senses Racial Traits:
None
Weakness Racial Traits:
None
Other Racial Traits:
None

Total: 15 rp[/sblock]

[sblock=CHARACTER]INFORMATION
Name: Soikka
Player: CanadienneBacon
Race: Hiisi
Class: Barbarian
Level: 1
Alignment: Neutral
Languages: Common, Dwarven
Deity: None
Size: Medium
Gender: Male
Age: 77
Height: 5'-11"
Weight: 195#
Hair Color: Auburn
Eye Color: Brown
Skin Color: Grey

ABILITIES
Str: 16 +3 (5 points, +2 race)
Dex: 16 +3 (5 points, +2 race)
Con: 12 +1 (2 points)
Int: 10 +0 (0 points)
Wis: 10 +0 (0 points)
Cha: 8 -1 (0 points, -2 race)

COMBAT
HP: 13 [d12, +1 Con]
AC: 17 [10 base, +3 Dex, +2 Leather, +1 Natural Armor racial trait, +1 Dodge]
AC Touch: 14 [10 base, +3 Dex, +1 Dodge]
Flatfooted: 13 [10 base, +2 Armor, +1 Natural Armor racial trait]
Init: +3 [+3 Dex]
CMB: +4 [1 BAB, +3 Str]
CMD: 16 [10 base, +1 BAB, +3 Str, +3 Dex]
Fortitude: +3 [2 base, +1 Con]
Reflex: +3 [0 base, +3 Dex]
Will: +0 [0 base, +0 Wis]
Speed: 30' (Slow speed from race, but Fast Movement from class)

WEAPON
Greatclub: Attack: +4 [1 BAB, +3 Str], Damage: 1d10+4, Crit: 20, Type: B
Rocks, thrown: Attack: +6 [1 BAB, +3 Dex, +2 Surprise Weapon trait, Throw Anything feat], Range: 10', Damage: 1d4+3, Crit: 20, Type: B

ARMOR
Leather: AC: +2, MDB +6, ACP: 0


RACIAL
Abilities: +2 Str, +2 Dex, -2 Cha
Slow Base Speed: 20'
Favored: Barbarian
Mountain Born: +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness
Natural Armor: +1 natural armor bonus to AC
Static Bonus Feat: bonus feat at 1st level (Dodge)
Stonecunning: +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Climb: Climb speed 20', +8 racial bonus to Climb checks
Spell-Like Ability, Greater: Stoneshape 1/day
Natural Attack (slam): Slam is a primary natural attack that deals 1d4 + Str modifier damage for size M creature


CLASS: Barbarian
Armor/Weapons: Light and medium armor, shields (except tower shields), and all simple and martial weapons
Fast Movement
Rage 5 rounds/day (base 4, +1 Con)

FEATS
Throw Anything
Dodge (racial bonus feat at 1st level)

TRAITS
Surprise Weapon: +2 trait bonus on attack rolls with improvised weapons
Vexing Defender: +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.

DRAWBACK
Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check

SKILLS 4 [4 base, +0 Int]
Acrobatics +8 (1 rank, +3 CS, +3 Str, +1 Vexing Defender campaign trait)
Climb +15 (1 rank, +3 CS, +3 Str, +8 race)
Knowledge (Nature) +4 (1 rank, +3 CS, +0 Wis)
Perception +2 (0 ranks, +0 Wis, +2 Stonecunning racial trait)
Survival +4 (1 rank, +3 CS, +0 Wis)

CARRYING CAPACITY
Light: 76#
Medium: 153#
Heavy: 230#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Leather (10gp, 15#, worn)
Greatclub (5gp, 8#, hand)
Backpack (2gp, 2#, back)
Blanket, winter (5sp, 3#, pack)
Flint and steel (1gp, --, pack)
Rations, trail 7 (3.5gp, 7#, pack)
Waterskin (1gp, 4#, pack)
Tindertwig 2 (2gp, --, pack)
Total (25gp, 39#, light)

FINANCES: 5gp

Appearance: At age 77, Soikka is on the younger side for a Hiisi, a barbaric race of monstrous humanoids with stunted magical abilities from the Mindspin Mountains. Hiisi lifespans rival those of dwarves. Soikka is stout. Scars map his upper torso, face, and limbs. He isn't pretty. He isn't kind. Women don't like him, but that's okay, as he has little use for them.

Background: War has a way of masking greed with feats of bravery. The Hordeline was no different. Trunau is no different. Trunau, perched prettily atop Bloodmarch Hill, occupies what used to be the tribal land of Clan Stonesinger. When humans, orcs, and giants flooded south through Lastwall, the Clan succumbed to diaspora, its ragged remnant spread far and wide.

Soikka is one such member of that diaspora. And, like all those whose lands were usurped by the Hordeline, Soikka yearns for repatriation. For reparation. The Trunau Standing Vow means something different to Soikka than it does for the human members of Trunau; for him, it is not a call to defend the paltry human settlement atop Bloodmarch Hill, but the cry and hew of stone that calls him home to rock and dale.

Soikka isn't a native of Trunau, but he comes there from time to time to trade, pick up regional gossip, and do odd jobs in winter when the weather turns sour. He comes because he cannot stay away. Because he knows, in his marrow, that Bloodmarch Hill is home. Drink has long provided Soikka reprieve from cold winters and bitterness. What drink giveth, however, it taketh away; Soikka is paranoid. He likes few, trusts no one, and is prone to rage. Well. You would be, too, if you were a homeless drunk.[/sblock][/sblock] [/section]
 
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kinem

Adventurer
[sblock=RACE: Town Giant]
Race: Town Giant
Type: Humanoid (giant) 0 rp
Size: Large (7 rp) (Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.)

Base Speed: Normal (30') 0 rp

Ability Score Modifiers:
Flexible (2 RP): Members of this race gain a +2 bonus to any two ability scores.

Languages:

Racial Traits:
Ability Score Racial Traits:
None

Defense Racial Traits:
Defensive Training, Lesser (1 RP): Prerequisites: None; Benefit: +4 dodge bonus to AC vs humanoid (giant)

Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
Improved Natural Armor (1 RP): Prerequisite: Natural armor racial trait; Benefit: Members of this race gain a +1 natural armor bonus.
(Natural armor 2)

Feat and Skill Racial Traits:
None

Magical Racial Traits:
Spell-Like Ability, Lesser (Variable, see Special): Prerequisites: None; Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.

Spell-like ability (1 rp): 1/day - shield


Movement Racial Traits:
None

Offense Racial Traits:
Reach (1 RP): Prerequisite: Large size; Benefit: Members of this race have a reach of 10 feet.

Senses Racial Traits:
None
Weakness Racial Traits:
None
Other Racial Traits:
None

Total: 15 rp

Town Giant: large humanoid (giant), +2 Str, -2 Dex, +2 bonus to any 2 ability scores, natural armor 2, Space/Reach 10x10/10', move 30', +4 dodge bonus to AC vs humanoid (giant), Spell-like ability: shield (1/day)

Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks.

Town Giants are distant relatives of ogres, though they are loathe to admit that. They appear much like large humans, and their skin color tends to be gray. They are a civilized breed of giants, and typically live among humans or other humanoid non-giantish races.[/sblock]

[sblock=CHARACTER: Anton Gallo]
INFORMATION
Name: Anton Gallo
Player: kinem
Race: Town Giant
Class: Warpriest 1
Level: 1
Alignment: Neutral Good
Languages: Common, Giant
Deity: None (?)
Size: Large
Gender: Male
Age: 21
Height: 10'
Weight: 600 lbs
Hair Color: Black
Eye Color: Black
Skin Color: Gray

ABILITIES
Str: 18 +4 (5 points, +2 size, +2 racial)
Dex: 10 +1 (2 points, -2 size)
Con: 12 +1 (+2 racial)
Int: 10 +0 (0 points)
Wis: 14 +2 (5 points)
Cha: 10 +0 (0 points)

COMBAT
HP: 10 [d8, +1 Con, +1 FC]
AC: 14 [10 base, -1 size, +3 armor, +2 natural]
AC Touch: 9 [10 base, -1 size]
Flatfooted: 14 [10 base, -1 size, +3 armor, +2 natural]
Init: +0 [+0 Dex]
CMB: +5 [0 BAB, +4 Str, +1 size]
CMD: 15 [10 base, 0 BAB, +4 Str, +1 size]
Fortitude: +3 [2 base, +1 Con]
Reflex: +0 [0 base, +0 Dex]
Will: +4 [2 base, +2 Wis]
Speed: 30'

WEAPON
Greatclub: Attack: +4 [0 BAB, -1 Size, +4 Str, +1 WF], Damage: 2d8+6, Crit: 20, Type: B

ARMOR
Wooden: AC: +3, MDB +3, ACP: -1 (no ACP to swim)

RACIAL
Abilities: +2 Str, +2 Con
Base Speed: 30'
Favored: Warpriest (HP)
Natural Armor +2
Large size (+2 Str, -2 Dex, +1 CMB, +1 CMD, -1 AC, -1 attack, -4 Stealth)
Space/Reach 10x10/10'
+4 dodge bonus to AC vs humanoid (giant)
Spell-like ability: shield (1/day) (+4 AC for 1 min)

CLASS: Warpiest
Armor/Weapons: All armor and all shields except tower / all simple and martial
Aura (good)
Sacred Weapon: sling

Blessings: 3/day, DC 12
Healing: Powerful Healer (minor): empower a cure spell as a swift action
Protection: Increased Defense (minor): you gain +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute

Spells/day: 3 0th, 2 1st; DC 12 + spell level; can spontaneously convert to cure spells (1: CLW (1d8+2))
Typical spells prepared:
0: stabilize, mending, light
1: protection from evil (1 min), murderous command (25' range, Will neg DC 13)

FEATS
Weapon Focus (greatclub) - +1 bonus on attack rolls with a greatclub
Fortified Armor Training - If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit.
If you do, either your armor or your shield gains the broken condition (your choice).

TRAITS
Student of Giantkind - +1 trait bonus +1 trait bonus on Diplomacy checks against giants and a +1 trait bonus on Knowledge (local)
checks regarding giants, and Knowledge (local) becomes a class skill for you. In addition, you know the Giant language.

Gifted Adept - +1 caster level for the spell Cure Light Wounds

DRAWBACK
Pride - When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks
involving that creature until the creature apologizes to you.

SKILLS 2 [2 base, +0 Int]
Knowledge (local) +4 (1 rank, +3 CS, +0 Int); +5 vs giants
Knowledge (religion) +4 (1 rank, +3 CS, +0 Int)
Perception +2 (+2 Wis)
Sense Motive +2 (+2 Wis)
Stealth -4 (-4 size, +0 Dex)

CARRYING CAPACITY
Light: 200#
Medium: 400#
Heavy: 600#

EQUIPMENT
Large greatclub, 10 gp, 16#
Explorer's Outfit (0gp, 0#, worn)
Large Wooden Armor (40gp, 50#, worn)
Total (50 gp, 66#, light)

FINANCES: 0 gp

Appearance:
Anton Gallo is a muscular young town giant.

Background:

Anton felt called to do something special, even if he wasn't sure exactly what. He served at several temples, finally deciding that his real service should be providing spiritual and physical protection to those who need it, rather than serving a specific god. In search of his true calling, he left the civilized lands and travelled through the orc-torn land of Blekzen. Arriving in Trunau, he found the town's defiant attitude much to his liking.
[/sblock]
 

isidorus

Explorer
Supporter
I should be finished tomorrow night. Using Hero lab and then I put into the required format.

Am I limited to witch patrons in APG or can I use Ultimate magic ones to?

Thanks
 
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