About Odric the Stout
Odric is a kind hearted man, his parents raised him with a strong sense of right and wrong. Even now he visits his aging mother occasionally and avoids the disapproving gaze and stormy brow of his stone-visaged father. Odric is the kind of man who would break up a fight if he saw neighborhood boys ganging up on a smaller boy, but he is also the kind of man who would gladly and happily start or perpetuate a barroom brawl if the mood struck him.
He is a rough and tumble, physical man with no compunctions against doing what has to be done in a fight. At the first sign of trouble, Odric is the guy smashing chairs over brawlers’ backs, chucking clay mugs into a melee, tripping attackers or leaping into a fray with a not-insignificant haymaker. As a result, until quite recently Odric had more than a passing familiarity with the Korsovan Guard and the inside of the local drunk tank.
Odric the Stout came from a sordid and sodden past. He dreamt of a bright future of glory and achievement as a renound Pathfinder, yet remained mired in the dregs of his tankard night after night. A young man, with the burly strength he took from his ancestry, he nonetheless had let it go to fat. His bulky body found its way into the gutter night after night.
A series of events introduced Odric to the life of a true adventurer, and since he took up the banner in defense of Korvosa, the change in him has been remarkable. The fat has melted away, and chiseled musculature now dominates the landscape of his body. His eyes once bleary and red-rimmed are bright and alert - with mischief and mirth, as well as a fire for seeing justice done in his own simple way.
Odric’s life shouldn’t have been the way it was. He was a promising young man at one time, with the strength of a bear and the physique of a god. At one time he was apprenticed to a master brewer and had begun to show some promising skill at the craft. He enjoyed his work and he enjoyed the fruits of his labor. At some point though, the lure of those fruits at Ye Olde Tavern, with its dimly lit warmth, sticky floors and pleasant bonhomie became too much for young Odric. There was no great tragedy, no easily identifiable point at which this strapping lad turned from the path of a productive citizen initially. He was simply lured by the siren song of a mug of ale.
Odric the Stout was a kind-hearted but troubled giant of a man. He spent most evenings regaling his bar mates of the tales of glory and adventure, the conquests and triumphs that he imagined he might have some day. Odric drank to excess most nights and spent most mornings with a hangover equal to his stature. His stature being his distinguishing feature. Odric was at one time large and doughy. He was a big man with big appetites – food, drink, and more food. He towers over most around him when he is standing up straight. His thick hair is a greasy, unkempt black mane which covers the entirety of the back of his pasty white neck.
But Odric had an imaginative mind, befuddled as it was with excess. In his mind’s eye, he saw a statue, carved in his likeness, with his steely eyes looking out from the Heights and fixed on the horizon, a sword in hand in a triumphant stance. He had great and vivid dreams of his impending greatness.
Since his rescue of Kip from the hands of Gaedren Lamm and his employment as a champion for Field Marshal Kroft, Odric rediscovered what it felt like to be worthwhile. He curbed his drinking for the most part and ate far less at meals. His newly active lifestyle was starting to show in his fitness. He looked a bit trimmer and he had gained a bit of the muscle tone he had before his downfall.
Description & Gear:
Physically, Odric is a large man. He towers over most others around him and he carries quite a bit of extra bulk as pure, unadulterated muscle. His physique is impressive, and his friends have noted a marked improvement in his personal grooming habits since he lost his multiple rolls of fat.
He keeps his curly dark hair short on top, with a longer portion in the back. Business in front, party in the back, he likes to say. Odric dresses like an adventurer, regardless of what he is doing. He has taken to heart the role he now fills. As an Initiate of the Korvosan Guard, Odric fills the role of an auxiliary policeman, and is prepared to serve the defense of the city should the need arise.
His arms and armor are impressive for one so young. He has a beautiful masterwork heavy pick, fashioned into the likeness of an Eagle. The weapon is aptly named The Eagle. He hides a war razor in his dark leather boot and has a beautiful falchion called The Kegerator strapped to his back. He has recently taken to wearing a well-made and sturdy War Kilt in lieu of pants. He takes ribbing regarding his skirt in stride, and will occasionally make fashion critics pay with a quick peek at the alternative to wearing the kilt. The overlapping leather strops are covered with steel studs, giving the appearance of a black pleated kilt with silver accents along each pleat.
Deathless Full Plate, +1
Odric will not usually wear a hat, preferring to allow his hair to remain on display. He is not a vain man, but is proud of what he has earned and accomplished. Since his recent purchase of a Greater Hat of Disguise, however, Odric has taken to wearing it as a loose-fitting knit cap. It is shaped like a watchman's cap, something any man working the docks of Korvosa would don on a cold morning by the water. It is dark brown, like tilled soil after a rain, and quite warm.
He owns a Mule named Donkeyhorse and adventures with it as often as he is able.
The first detail one notices is the sturdy combat scabbard. The bottom is flared out with extra metal that could easily dent a helm. The throat and the top six inches of the scabbard are lined in oiled black leather to keep the draw quiet, and prevent moisture from seeping in. The metal of the scabbard is acid-etched with a picture of a tankard and a ham hock, bookending an ornately scripted "THE STOUT." The iconic tankard and ham hock are framed with an intricate tribal pattern. The opposite side has the same artwork, but in tribute to the master craftsman's heritage, "THE STOUT" is etched in the robust and powerful runes of the Dwarves. The blade sits in the scabbard solidly because of a perfectly matched tongue and groove extending from the cross-piece into a notch in the scabbard's throat.
Upon exposing the finely wrought steel, it becomes apparent that this blade is indeed special. A wispy tracery of purplish magical luminescence plays along the exposed blade, and the edge is so incredibly keen that any attempt to test its edge on a thumb causes a painful cut; a silk handkerchief dropped on the upturned blade would be sliced cleanly in two. A deep blood-letting groove runs from a few inches from the hilt to where it starts to flare, and inside the groove there is acid etched knotwork with a motif that evokes a wooden keg being washed along a foamy river of beer. Sandor's stamp is between the groove and the hilt, proudly proclaiming this masterpiece to have been crafted by his own hand. The hilt sports a counterweight in the shape of a keg tap, and the hilt is perfect for Odric's giant meaty hands.
The Kegerator's Enchantments:
Lord Vindicator Odric the Stout of the Upturned Cup - Scion of the First Cousin of House Endrin
Defender, shieldmate, and Brother to his fellows
Son, Servant, and Savior of Korvosa and Initiate of the Korvosan Guard
Bloodsworn protector of lambs
The Lion of the Midlands - expert exsanguinator - the indefatigable colossus - known throughout the land as the Relentless Butcher
Master swordsman and Author of doom to his foes
He of the crippling cuts, who's might unmans the manly, who's strength saps the strong, who's nerve enervates the brave - he has the power to sicken with a blow, to deafen, demoralize, defeat, and destroy.
Bearer of The Strongbellows Masterwork the Kegerator, a magnificent blade forged of steel, sweat, and Dwarven precision, esorcelled by Morkeleb the Mighty with dweomers and mystical incantations, imbued with the power of the Netherworld with an unslakable thirst for the corrupted energy of the undead, and tempered by battle-spilled blood - quenched in the guts of the forces of evil.
Blessed of the Netherworld, Bane of the Undead, and Necromancer's End
Purifier of the Red Veil and the Vampire's Death Knell
Slayer of Tyrants, having brought about the bloody death of the False Emperor Piltz
Killer of Giants
Twice-duped of Elfaba
Delver of the Acropolis of the Thrall-Keepers
Tshamek-no-longer; Godswallowed and Born of Fire and Bile from the cleansing gut of Cindermaw the Clan-Eater, the Mountain-that-Crawls and the Fire-that-Roars, Denizen of the Feeding Grounds of the Quah-Kael
Cleanser and Plunderer of Scarwall
Twice Dragonfoe: first bloodletter and the Blood-Burned Slayer of Bellasham, the Terror of Scarwall and Heroic Bane of Zamgarof the Black
Master of flight and of self-transmogrification;
Wind-walker who faced the Usurper and triumphed, who faced down Kazavon, and who smashed the Sunken Queen.
Liege of the Stout Legion
Lord of Stout Manor
He of the Legendary Bowels of Truculent Vigor,
The Armored Juggernaught,
Three-Time Champion of Eldred's Hot Wings Challenge
Drainer, Become Filler-and-Drainer of Oaken Kegs
Inquisitor-Branded Brewmeister, Architect and Proprietor of the Keg & Eagle
Purveyor of Spirits and Brewer of Fine Beers
On 1 Rova, 4709 Odric was reborn in Fire and Bile. He was swallowed great desert worm Cindermaw, god to the Shoanti people. Odric was vomited out of the fiery belly of the worm, while his friend Sandor was birthed of Fire and Steel out of the god-beast's side. He celebrates both his natural birthday and his re-birthday every year. As a result of this rebirth, Odric and his companions were accepted by the Sklar Quah and the taint of the Tshamek was removed from them.
+28 The Kegerator (BAB +15, Str +7, Weapon Training +3, Weapon Focus +1, Greater Weapon Focus +1, Enhancement +1) Damage 2d6+15 (+7 Str, +50% two hander, Weapon Training +3, Enhancement +1) (Crit 15-20 x2 +2) - Additional +2 to hit and 2d6+2 to damage vs. Undead (Undead Bane)
Fort: +15.._.._.._.._.._. (+9 base, +3 CON, +3 cloak)
Harrow Points: 2
Acrobatics*:.._._._.._.._.._._.._+13 (+2 DEX, +7+3 Rank, -2 Full Plate, +2 Armor Tng, +1 Enhancement)
Bluff:._.._._.._._.._._.._._.._._.+3, +5 vs. Korvosans (+2 CHA, +1 Rank / +2 Savior of Korvosa)
Climb*:._.._.._.._._.._._.._._.._+12 (+7 STR, +1+3 Rank, -2 Full Plate, +2 Armor Tng, +1 Enhancement)
Craft: Brewing*:.._.._.._.._._.._+4 (+0 INT, +1 +3 Rank)
Diplomacy:._.._.._.._.._.._._.._.+7, +9 vs. Korvosans (+2 CHA, +1 Rank / +2 Savior of Korvosa / +4 Informant)
Disguise:._.._.._._._._.._._.._._+22 (+2 CHA, +20 Hat)
Escape Artist:._.._._._.._._.._._+3 (+2 DEX, +1 Rank, -2 Full Plate, +2 Armor Tng, +1 Enhancement)
Fly:._.._._.._._._._._.._._.._._..+4 (+2 DEX, -2 Full Plate, +2 Armor Tng, +1 Enhancement, +2 Rank)
Handle Animal*:._.._.._.._.._.._+4 (+0 WIS, +1+3 Rank)
Intimidate*:._.._.._.._._.._._..+29 (+2 CHA, +14 +4 Rank, +6 Intense Student, +1 Ioun Stone, +2 Dead Man's Headband)
Perform: Drinking Songs:.._.._..+2 (+2 CHA)
Ride*:._._.._._.._._._._._._.._..+3 (+2 DEX, -2 Full Plate, +2 Armor Tng, +1 Enhancement)
Sleight of Hand:._._._.._._._._..+4 (+2 DEX, +1 Rank, -2 Full Plate, +2 Armor Tng, +1 Enhancement)
Stealth:._.._._.._.._.._.._.._._._+5 (+2 DEX, +3 Rank, -6 Full Plate, -1 Orange Cloak, +2 Armor Tng, +1 Enhancement)
Survival*:._.._.._.._._.._._.._._.+4 (+0 WIS, +1 +3 Rank)
Swim*:._.._.._.._.._.._._.._._.._+12 (+7 STR, , +1 +3 Rank, -6 Full Plate, +2 Armor Tng, +1 Enhancement)
Use Magic Device:._.._.._.._.._._+2 (+2 CHA)
Abilities, Boons, Traits & Feats:
(Take Dazzling Intimidation at 17th level - add Weapon Training bonus to intimidate checks)
Critical Versatility Options:
Crippling Critical - Opponent's speed is halved for 1 minute; DC 23 Fortitude save reduces to 1d4 rounds. A flying creature must make a DC 10 Fly check to remain airborne; its maneuverability is reduced by one step.
Deafening Critical - Victim is permanently deafened. DC 23 Fortitude save reduces to 1 round. Deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Staggering Critical - Opponent staggered for 1d4+1 rounds. DC 23 Fortitude save reduces to 1 round. Additional hits add to the duration.
Tiring Critical - Opponent becomes fatigued (no save)
+1 Grey Maiden Plate
+1 Grey Maiden Plate
10’ Collapsible Pole - B
50’ Hemp rope - B
50’ String - B
Backpack, common (*B*)
Bedroll - C
Belt Pouches x4 (*A*)
Bell, small - A
Chalk x2 - A
Crowbar - B
Grappling hook - B
Hammer, small - B
Manacles - B
Mead - C
Pitons x4 - B
Potato - A
Ram, portable - B
Rope Ladder - C
Saddlebags x2 sets (*C*)
Sack, empty x2 - B
Soap - C
Steel mirror, small - A
Wine - C
Wineskin - A
Head: Greater Hat of Disguise - Casts Alter Self to become any small or medium humanoid. If small, gain +2 DEX; if Medium, gain +2 STR. If the race can do it, gain darkvision 60 feet, low-light vision, scent, and swim 30 feet. Races listed below.
Total Confirmed Crits:
Albino Midget's Zombie
Delayed Blast Vampire Spawn
Sleeping Dr. #1 (CDG)
Sleeping Dr. #2 (CDG) (#10)
Cleric of Urgathoa
Captain 4 (#20)
Three Faced B
Hill Giant (#30)
Hill Giant ROFL
Red Mantis in Land Shark fight
Gibbering Night Hag (CDG)
Hell Hound #2
Bat wing lady
Races Odric Knows:
Sasquatch: ♤, ♧, ♡ (Medium) Sasquatch 8' tall, 650 lbs, burly, and hairy, with a swinging, apelike gait.
Pungency: Odor is quite powerful, and can be detected at 60' by scent
Woodland Stride: Move through non-magical undergrowth at normal speed without taking damage or suffering any other impairment
Lava Gnome: ♧, ♡ (Small)Gnome
Undine: ♧, ♡, ♢(30') (Medium)Undine
Tiefling: ♧ (Medium), Prehensile Tail TieflingThis lanky man sneers as he draws his sword. Tiny horns and a barbed tail reveal that he is something more than human.
Medium; +2 STR:
[ooc]Reminder: Odric ignores 5 points of DR
For each confirmed Crit:
Seneschal (2 PP): Grough Rumblestone This dedicated servant keeps your affairs in order when you are away from home, ensuring that your property is maintained, your correspondence is kept up to date, and so on. While you are present, the seneschal tends to your wounds, assists you in preparing for future adventures, and ensures that you may focus on fortune and glory instead of the day-today business of keeping your property. When you rest at home, you automatically heal as if under long-term care using the Heal skill. In order to gain the service of such an individual, however, you must own property or a business, either in Korvosa or elsewhere. You may retain the services of one seneschal per property—seneschals do not count against the normal maximum number of followers you can retain at a time.
Informant (2 PP): Jinksy Scramblefoot Adventurers typically meet many potential allies in their travels throughout the world. You may establish a contact in any city you have visited for the listed Prestige Point cost. When in that city in the future, your contact grants you a +4 circumstance bonus on Diplomacy checks made to gather information and Knowledge (local) checks regarding that location. This bonus does not stack with the standard +4 bonus on any skill check granted by spending 1 PP and available to members of any faction.
Herald (1 PP): Harold the Herald Egos tend to run strong in affluent circles, and some members want everyone to know when they have arrived. You gain the service of a herald to announce your presence and accomplishments at any social gathering, be it a formal ball, theater performance, or diplomatic negotiation.
Initiate (Title, 1 PP): Korvosan Guard A powerful organization accepts you into its ranks. This could be a knighthood, a sagacious cabal of mages, or an order of monks. One skill appropriate to that organization becomes a class skill for you. You may select this title multiple times; each time you select it, you choose an appropriate organization to join and another skill that becomes a class skill. The GM determines whether an organization is available and what skills are appropriate choices for it.
Officer (Title, PP 5): Korvosan Guard You can select this title only if you have selected the initiate title. Your rank within your chosen organization increases. You gain an appellation appropriate to the organization and a +4 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made to interact with anyone within the organization. If you belong to multiple organizations, you may select this title multiple times.
Commander (Title, 4 PP): Korvosan Guard You can select this title only if you have selected the officer title. Your rank within your chosen organization increases to a position of command. You can call upon low-ranking members of your organization to perform mundane personal tasks at your behest, including running messages, announcing your arrival, and making sure preparations are made to accommodate your needs. In addition, you gain a +4 bonus on Intimidate checks made to influence any members of your organization’s greatest rival group (such as a competing guild or citizens of a hostile country). If you belong to multiple organizations, you may select this title multiple times.
Intense Student (Title, 2 PP): Intimidate You gain a +2 competence bonus on checks with one skill as long as you have this title. You can take this title again once your Fame reaches 30, 40, and 55, selecting a different skill each time.
Vindicator (Title, 2 PP): Grey Maidens Pick one rival organization as your hated enemy. You gain a +1 bonus on attack and damage rolls against members of that organization. This is a favored enemy bonus.
Vindicator (Title, 2 PP): Red Mantis Pick one rival organization as your hated enemy. You gain a +1 bonus on attack and damage rolls against members of that organization. This is a favored enemy bonus.
High Commander (Title, 4 PP): You can select this title only if you have selected the commander title (Odric has). You become a senior member of your chosen organization. While serving the interests of that organization, you can call upon low-ranking soldiers to fight on your behalf. The soldiers are not magically summoned; you must speak to them as a group or send an officer to gather them for you (which may take anywhere from 1d4 rounds to 1d10 minutes). The number of soldiers at your command is equal to your Fame, plus one 3rd-level officer for every 20 soldiers and one 5th-level leader for every four officers. These soldiers are usually 1st-level fighters, but depending on the organization they may have some other appropriate class. These minions serve you for 1 day, but will not betray the interests of the organization or recklessly throw away their lives for you. If you belong to multiple organizations, you may select this title multiple times.
The Great (Title, 10 PP): You immediately increase your Sphere of Influence by 100 miles.
Favored Territory (Title, 5 PP): Choose a 100-square- mile region within your Sphere of Influence. This is now your favored territory, and you gain a +2 bonus on Diplomacy checks within that territory. When your Fame reaches 30, you can select this title a second time, gaining a second favored territory and increasing the bonus in your first favored territory to +4. When your Fame reaches 55, you can select this title a third time, gaining a third favored territory and increasing the bonus in your first favored territory to +6 and in your second to +4.
Fence Friend (Title, 4 PP): Once per game session when selling any item, you may do so through an NPC fence, increasing the sale price of the item by 10%. This has no effect on items normally sold at full value (such as gems and trade goods).
Master of Trade (Title, 4 PP): Using influential contacts and mercantile experience, you can find a good deal. Once per game session, you gain a 10% discount when purchasing an item. This award cannot be used for spellcasting services, costly material components, items normally sold at full value (such as trade goods or gems), or magic item crafting.
Patriot (Title, 4 PP): Your reputation as an agent of your homeland’s interests precedes you. When traveling outside your Sphere of Influence, you gain a +2 bonus on all Diplomacy and Sense Motive checks against citizens or natives of your homeland.
Crested Falcon (2 PP): A members-only club in the Heights where the rich can relax. Without the riffraff of a public tavern present, you may spend time with their closest companions and enjoy a good brandy or a light smoke in peace and quiet. Once per week, you may gain the benefit of 8 hours rest in only 6 hours when they are spent at this private club.
Concert Hall (5 PP): Though musicians can typically play anywhere, you provide the community with a venue exclusively dedicated to music, drawing performers from across the region to put on solo and ensemble shows. If you use ranks in Perform (any instrument or sing) to make money, your business grants you a +1 circumstance bonus on all such checks. You also gain a +1 circumstance bonus on Knowledge (history) checks regarding music.
Mercantile Store (5 PP): When it comes to commerce, you dabble in wares of all sorts, selling the works of others as a general merchant. If you use ranks in Profession (merchant) to make money, your business provides you a +1 circumstance bonus on all such checks. In Korvosa, you may treat the gold limit for buying items as 5% greater than normal, because of the many inside connections you have within the region’s markets and trade organizations.
Scrivener (5 PP): You earn a living duplicating documents, taking dictation from the illiterate, and preparing formal writs in elegant calligraphy. If you use ranks in Profession (scribe) to make money, your business provides you a +1 circumstance bonus on such checks. Additionally, you may make a Linguistics check untrained to recognize a forgery or identify a foreign language (though not to translate it).
Tavern (5 PP): You provide alcohol, food, and even entertainment to your patrons, creating an environment where all can socialize and forget the stresses of the everyday. If you use ranks in Profession (bartender) to make money, your tavern grants you a +1 circumstance bonus on such checks. Additionally, when in Korvosa, you receive a +1 circumstance bonus on Knowledge (local) checks or Diplomacy checks made to gather information as you overhear rumors among your patrons.
Theater (5 PP): All the world’s a stage, but you own a business that provides a literal stage for audiences to enjoy performances of a variety of types. If you use ranks in Perform (act, comedy, dance, or oratory) to make money, your business grants you a +1 circumstance bonus on such checks. Additionally, your access to the theater’s costume shop grants you a +1 circumstance bonus on Disguise checks when in the same city as your theater, as per a disguise kit.
Foreign Contact (2 PP): Adventurers typically meet many potential allies in their travels throughout the world. You may establish a contact in any city you have visited for the listed Prestige Point cost. When in that city in the future, your contact grants you a +4 circumstance bonus on Diplomacy checks made to gather information and Knowledge (local) checks regarding that location. This bonus does not stack with the standard +4 bonus on any skill check granted by spending 1 PP and available to members of any faction.
Guide (2 PP): You employ the services of a local guide to lead your expedition into foreign territory. This guide serves you for a single mission, and grants a constant +2 circumstance bonus on all Knowledge (geography or local) checks as well as on Survival checks to avoid becoming lost or to find hidden trails.
Hunter (3 PP): You gain the assistance of a skilled hunter who has honed her skills through her career or for sport. Choose one creature type or subtype (as a ranger’s favored enemy). The hunter provides you a +2 circumstance bonus on all Survival checks made to track creatures of that type.
Porter (5 PP): You procure the services of a strong porter to help you carry heavy or bulky spoils from your many explorations. A porter can generally be used to carry up to 100 pounds of gear without slowing down, or up to 300 pounds of gear at encumbered speed. The porter may not assist with any other Strength-based checks.
Squire (4 PP): This attendant assists you with handling your mount while you are indoors or otherwise unmounted, and provides assistance with donning and removing armor when not in battle. She may have ambitions of one day following in your footsteps, but currently receives satisfaction simply knowing that she aids you in your adventures. With a squire, you need not worry about purchasing or paying for a mount’s food or stabling.
Hunting Lodge (2 PP): You are a master hunter and have been recognized as such by being invited to join an elite hunting lodge. As a member, you may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild. You can use Survival skill checks as if it were the Profession skill.
Temple (4 PP): Regardless of your class, you are an active member of your local temple or place of worship. Your commitment to seeing your faith prosper and grow has ingratiated you with the local clergy, and you may even hold a spot among them when not out adventuring. You can use Heal as if it were the Profession skill. Once per game week, if you have access to an operating temple of your faith, you can have a cleric cast either cure moderate wounds or lesser restoration on yourself or one of your allies, free of charge. You must visit the temple to receive this attention.
Cerulean Society (4 PP): Nearly every community, from the smallest village to the teeming metropolis, has a criminal underground, and most have one or more thieves’ guilds to look out for the interests of those on the opposite side of the law. As a member of Korvosa’s, you gain a +2 circumstance bonus on Sleight of Hand checks to steal items without being noticed. You can use Sleight of Hand to make money as if it were a Profession skill.
Ring of splendid security: +5 deflection to AC, +5 to saves, SR 22, change equipment appearance at will
Amulet of natural armor +5
Gloves of Dex +6