Cayden Cailean

Odric the Stout's page

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Full Name

Odric the Stout, King of Korvosa (Level 19 Fighter)

Race

King of Korvosa

Size

M (5'11" / 230 lbs)

Age

22 / 0 (Born: 3 Rova 4687 / Reborn in Fire: 1 Rova 4709)

Alignment

NG

Deity

Gorum

Location

Korvosa, Varisia

Languages

Common

Homepage URL

http://www.obsidianportal.com/campaigns/sfoundercotct/characters/odric-the- stout

Strength 25
Dexterity 15
Constitution 16
Intelligence 10
Wisdom 10
Charisma 14

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.

Back Story:
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
He wears a fearsome-looking suit of finely made plate mail, enchanted to resist negative energy. Odric's armor is incredible, with stunningly ornate detail and a black hue cast into the magical steel. When he drew first blood upon the great Dragon within Scarwall, the beast's black lifeblood spewed hot upon the armor, staining it indelibly in the darkest red-black everywhere the blood seared the steel. His armor shall forevermore bear the stain of Belshallam's blood. The armor is imposing and eerily quiet as Odric moves, although this is testament to its magical fit and finish, rather than any enchantment for stealth. Upon the breastplate, the badge of his office in the Guard affixed, although it too is stained with the Dragon's black ichor.

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 Kegerator
Odric's weapon, forged by Sandor Strongbellows, and representing the pinnacle of Dwarven craftsmanship. It is a masterwork falchion, enchanted with magic to be eternally Keen, and as a Bane to the Undead.

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:
* Keen: Odric's friend and ally Morkeleb the Mighty enchanted the blade, making it magically enhanced with the wizardly spell .
* Undead Bane: On the eve of his assault on the doomed castle of Scarwall, Chief Ready-Klar witnessed the spirit world's gift bestowed upon Odric. In a supernatural harrowing event, Odric's fantastic blade was imbued with power over the undead by a collective surge of benevolent power from the netherworld. The Kegerator is a bane to the undead. It's thirst for their unholy energy is not easily slaked, and when it tastes their corruption they howl with pain as the blade saps them of their un-life.

Titular Lines:

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.

OFFENSE
Initiative: +4
BAB: +15 /+10 / +5
CMB: 21 (BAB +15, Str +6)
CMD: 33 (+10, BAB +15, Str +6, Dex +2)

  • vs. Disarm - 35 (+10, BAB +15, Str +6, Dex +2, +2 Favored Class)
  • vs. Grapple - 36 (+10, BAB +15, Str +6, Dex +2, +3 Favored Class)
  • vs. Sunder - 33 (+10, BAB +15, Str +6, Dex +2)
  • vs. Trip - 37 (+10, BAB +15, Str +6, Dex +2, +4 Favored Class)
  • vs. All other Combat Maneuvers - 33 (+10, BAB +15, Str +6, Dex +2)

+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)
+25 The Eagle (BAB +15, Str +7, MW +1, Weapon Training +2) Damage 1d8+14 (Crit 20 x4 +4)
+24 Earth Breaker (BAB +15, Str +7, Weapons Training +2) Damage Sm: 1d10+11 Med: 2d6+11 (Crit 20 x3 +3) (+6 Str, +50% two hander, Weapons Training, +1)
+25 Magic Kukri +1 (BAB +15, STR +7, Weapons Training +2, Enhancement +1) Damage 1d4+7 (Crit 18-20 x2 +2) (+6 Str, +1 Enhancement)

DEFENSE

Fort: +15.._.._.._.._.._. (+9 base, +3 CON, +3 cloak)
Ref: +10.._._.._.._.._.._(+5 base, +2 DEX, +3 cloak)
Will: +8/+12 vs. Fear.._(+5 base, +0 WIS, +3 cloak, +4 vs. Fear from Bravery)
.

Harrow Points: 2
.

Skills:

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:

Boons:
  • Savoir of Korvosa: Gain a +2 to Bluff and Diplomacy vs. Korvosans.
  • Initiate of the Korvosan Guard: Gain Acrobatics as a class skill. Wears sigil of the guard.

Abilities:
  • Deathless: Armor absorbs first 10 points of negative energy damage per attack, 25% change to ignore negative levels from any attack.

Class Abilities:
  • Bravery: Gains a +3 bonus on Will saves against fear (next +1 at lvl 14,18).
  • Armor Training: Reduce Armor check by 3, move maximum move while wearing heavy armor.
  • Weapon Training: +3 to Attack and Damage with Swords

  • Advanced Weapon Training: Focused Weapon (Blades, Heavy) - Kegerator does 1d10 damage rather than 2d4. (becomes 2d6 from level 15-19, then 2d8 at 20)
    (Take Dazzling Intimidation at 17th level - add Weapon Training bonus to intimidate checks)

    Traits:

    • Reactionary: +2 Initiative
    • Killer: Add crit multiplier to total crit damage.

    Feats:
    • Combat Reflexes: Make 2 additional AoOs per round. Can make AoOs while flat-footed.(Bonus Human Feat)
    • Dodge: +1 Dodge bonus (level 1)
    • Power Attack: -3 to hit -> +6 damage (+9 with a 2 handed weapon) (level 1 Fighter Bonus)
    • Cleave: Attack adjacent enemies, take -2 to AC for turn (level 2)
    • Furious Focus: No -3 for Power Attack on first attack (level 3)
    • Mobility: +4 dodge bonus to AC vs. AoOs caused when moving out of a threatened square. (level 4)
    • Improved Vital StrikeSingle strike at top BAB at 6d4+24. (level 5)
    • Weapon Focus: Martial Weapons: +1 to attack with any martial weapon. (level 6)
    • Vital Strike 1 attack at highest BAB, roll double damage before adding bonuses from STR or other damage bonuses. (level 7)
    • Greater Weapon Focus: Martial Weapons:+1 to attack with any martial weapon. (level 8)
    • Critical Focus+4 to to confirm crits. (level 9)
      Penetrating Strike Bypass DR (level 10)
      Critical Versatility Practice 1 hour, able to perform any critical feat I meet prereq's for (level 11)
      Cornugon SmashAny time I cause damage with a Power Attack, make a free Intimidate check (+29) at DC 10+ Target's HD + Target's Wisdom Modifier or opponent is Shaken. (level 12)
      Relentless Butcher: When you confirm a critical hit, opponent must make a Fortitude save (DC = 16) or be stunned for 1 round. (level 13)
      Critical Mastery: Apply any 2 Critical Effects (level 14)[/]


    Critical Versatility Options:

    • Blinding critical: Opponent is permanently blinded; DC 25 Fort to reduce effect to be
      dazzledfor 1d4 rounds.
    • Bleeding Critical - Opponent takes 2d6 Bleed Damage on his turn. DC 15 Heal Check or Magical Healing to stop.
    • Sickening Critical - Opponent becomes Sickened for 1 minute, taking a -2 to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. No save.

    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)

    Critical Feats

    [i]Planned Feats:
    15th - Blinding Critical or Hurtful or Intimidating Prowess
    16th - maybe Dazzling Display (Retrain lvl 13 Feat) or Greater Penetrating Strike
    17th - maybe Shatter Defenses or Gory Finish
    18th - maybe Deadly Stroke
    19th -
    20th -

  • Portable Hole:

    +1 Grey Maiden Plate
    +1 Grey Maiden Plate
    +1 Longsword
    +1 Longsword

    Equipment:
    Mundane Items:
    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
    Mule Pack Horse
    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

    Use Items:
    Alchemical Fire x1 - A
    Animal Feed x15 - C
    Insectbane Candle 1sp x 5 - A
    Lamp oil flask x3 - A
    Sunrod 2gp x4 - 1 in A, 3 in B
    Tanglefoot Bag - A
    Trail Rations 5sp x10 - C
    Thunderstone x2 - A
    Torches x2 - C
    Candles x10 - 1 in A, 9 in C

    Potions:
    CLW - A
    Hide from Undead - A
    Enlarge Person - A
    Reduce Person - A
    Spider Climb - A

    Scrolls:
    Scroll of TP - C

    Worn:
    Explorer's Outfit
    Armored War Kilt

    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.
    Headband: Dead Man's Headband
    Eyes:
    Shoulders: Orange Cloak of Resistance +3 (-1 to Stealth)
    Neck: Amulet of Natural Armor +1
    Chest:
    Body:
    Armor: +1 Deathless Full Plate (AC +10, Max Dex Bonus +3, Armor Check -3, 50 lbs)
    Belt: Girdle of Giant Strength +2
    Wrists:
    Hands: Gloves of Arrow Snaring - 2x / day, catch any projectile weapon that would hit me automatically.
    Feet: Winged Boots - 5 Minutes of flying time, 3x per day
    Ring 1: Ring of Protection +1
    Ring 2:
    No Slot: HHH, Cracked Pink and Grey Sphere Ioun Stone

    Weapons:
    The Kegerator - MW Keen Falchion of the Keg +1
    The Eagle
    Earth Breaker
    Dagger
    Brass Knuckles
    War Razor (concealed in boot)
    Magic Kukri

    Wealth:
    GPs!

    Total Confirmed Crits:

    51/50
    Immortal Skeleton
    Otyugh
    Albino Midget
    Albino Midget's Zombie
    Delayed Blast Vampire Spawn
    Vampire Spawn
    Eel #3
    Doctor
    Sleeping Dr. #1 (CDG)
    Sleeping Dr. #2 (CDG) (#10)
    Charmed Doctor
    Cleric of Urgathoa
    Scythe Priest
    Zombie Cleavage
    Lady Andaisin
    Captain 7
    Captain 5
    Captain 11
    Captain 14
    Captain 4 (#20)
    Captain 18
    Captain 18
    Captain 18
    Cobra
    Rakshasa 1/3
    Rakshasa 2/3
    Rakshasa 3/3
    Sphinx
    Three Faced B
    Hill Giant (#30)
    Hill Giant ROFL
    Red Mantis
    Red Mantis
    Red Mantis in Land Shark fight
    Bulette 1
    Bulette 2
    Minotaur Skeleton
    Gibbering Night Hag (CDG)
    Cinder Ghoul
    Bellasham (#40)
    Bellasham again
    Spectre
    Mummy Lord
    Hell Hound
    Hell Hound #2
    Gargoyle
    Demon thing
    Demon thing
    Bat wing lady
    Genie (#50)
    Genie
    Zamgarof
    Mantis #1
    Mantis #2

    Races Odric Knows:

    Favorites::

    Sasquatch: ♤, ♧, ♡ (Medium) Sasquatch 8' tall, 650 lbs, burly, and hairy, with a swinging, apelike gait.
    NOTES:
    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
    3' tall, 39 lbs. Bright red hair, Dark brown skin, overly large eyes.
    NOTES:
    +2 DEX, +1 AC/+5 vs. Giants, +1 to hit, -1 CMB and CMD, +4 Stealth, 20' speed

    Undine: ♧, ♡, ♢(30') (Medium)Undine
    5' tall, 100 lbs. Bue skin, dark blue hair slicked back and tied into tight knots. Limpid blue eyes. Fin-like ears and webbed fingers / toes. Scanty clothes, no shoes.
    NOTES:
    Terrain Chameleon: Can blend in with underwater terrain, mixing browns, grays, and greens to resemble kelp or other natural water plants. Gains a +4 bonus on Stealth checks underwater.
    Aquatic/Amphibious: Can breathe water and air

    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:

    Human
    Dwarf (♧)
    Elf (♧)
    Half-Elf (♧)
    Orc (♤ (15'), ♧, ♡)
    Half-orc (♧(120'), ♡)
    Aasimar ♧)
    Slyph(♧, ♡)
    Oread (♧)
    Ifrit(♧)
    Stryx (♧, ♡)
    Samsaran (♡)
    Merfolk (♧, ♡, ♢(50'))
    Rakshasa (♧)

    Small; +2 DEX, +1 AC, +1 to hit, -1 CMB and CMD, +4 Stealth:

    Grippli (♧)
    Halfling(Small)

    Transmogrification Legend:
    ♤ = Scent Ability
    ♧ = Darkvision 60'
    ♡ = Low Light Vision
    ♢ = Swim 30'

    To buy:
    Dull Gray Ioun Stone And cast "Silence" on it. $25
    Pale Blue Rhomboid (Ioun Stone) $8k - grants +2 Str
    Griffon Mane Socks (50 GP, gain +2 competence bonus on Fly checks)
    Dead Man's Headband (3,600 GP, +2 to intimidate, increases DC of any fear effect I create by 1, also my hat of disguise can't be blown off)

    Wayfinder $500
    Clear spindle ioun stone $4k

    Round the

  • First Attack: Power Attack (Furious Focus) with [dice=The Kegerator]1d20+28[/dice] for [dice]3d6+14+9[/dice] damage and [dice=Intimidate DC 11+Target HD+Target's Wisdom Modifier]1d20+28[/dice].

  • Second Attack: Power Attack with [dice=The Kegerator]1d20+28-2-5[/dice] for [dice]3d6+14+9[/dice] damage and [dice=Intimidate DC 11+Target HD+Target's Wisdom Modifier]1d20+28[/dice].

  • Third Attack: Power Attack with [dice=The Kegerator]1d20+28-2-10[/dice] for [dice]3d6+14+9[/dice] damage and [dice=Intimidate DC 11+Target HD+Target's Wisdom Modifier]1d20+28[/dice].
    [ooc]Reminder: Odric ignores 5 points of DR

  • Haste Attack: Power Attack (Furious Focus) with [dice=The Kegerator]1d20+28[/dice] for [dice]3d6+14+9[/dice] damage and [dice=Intimidate DC 11+Target HD+Target's Wisdom Modifier]1d20+28[/dice].

    Confirm:

  • First Attack: Power Attack (Furious Focus) with [dice=The Kegerator]1d20+28+4[/dice] for [dice]3d6+14+9+2[/dice] extra damage.

  • Second Attack: Power Attack with [dice=The Kegerator]1d20+28-2-5+4[/dice] for [dice]3d6+14+9+2[/dice] extra damage.

  • Third Attack: Power Attack with [dice=The Kegerator]1d20+28-2-10+4[/dice] for [dice]3d6+14+9+2[/dice] extra damage.

  • Haste Attack: Power Attack (Furious Focus) with [dice=The Kegerator]1d20+28[/dice] for [dice]3d6+14+9[/dice] damage

    For each confirmed Crit:

  • Opponent takes [dice]2d6[/dice] bleed damage. The effects of this feat stack.
  • Staggering Critical: Opponent staggered for 1d4+1 rounds. DC 23 Fortitude save reduces to 1 round.
  • Relentless Butcher: Opponent is stunned for 1 round. DC 16 Fortitude save negates.

    d20PFSRD
    Pathfinder Reference Document
    Notes on Flight

    Date and time reference.

    Fame Stuff:

    Current
    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.

    Future
    Titles
    Warden (Title, 5 PP): Within your Sphere of Influence, you hold enough respect that you can arrest, detain, and confiscate possessions from any common citizen you suspect has committed or is committing a crime. This right does not apply when dealing with nobles, aristocrats, political figures, or those who have ranks or titles similar to or greater than your own.

    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.

    Available

    Business Ownership
    Artisan’s Shop (5 PP): Your craft is your livelihood when you aren’t busting heads and saving the city. You sell wares through an unassuming storefront in the well-trafficked mercantile areas. If you use the Craft skill to calculate make money. having an artisan’s shop grants you a +1 circumstance bonus on all such checks. Additionally, you receive a 5% discount on all non-magical merchandise in your area of expertise when purchasing it in the same city as your shop, rounded to the nearest gold piece.

    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.

    Followers
    Chronicler (10 PP): Am adventurer has a lot to remember. Some memory-challenged adventurers employ ambitious underlings to document their accomplishments, their interactions, and sometimes even their frustrated mumblings for posterity. Once real world week, you may ask the DM to repeat a detail about your mission, some esoteric backstory element, or the name of an NPC that you have otherwise forgotten by consulting with your chronicler.

    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.

    Memberships
    Green Faith (4 PP): Whether a druid or not, you have an undying respect for nature and value its protection above nearly all else. Your affiliation with the Green Faith has given you special insight into the natural world, providing you a +2 circumstance bonus on all Knowledge (nature) checks.

    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.

    Miscellaneous Services
    1: Purchase a single item up to 375 Gp
    1: Live in a Wealthy location for 1 month
    2: Purchase a single item up to 750 Gp
    5: Have a Korvosan agent recover your dead body and bring it to the church of your choosing.

    Spellcasting Services
    1: Dispel Magic, Gentle Repose, Lesser Restoration, Make Whole, Remove Blindness/Deafness, Remove Curse, Remove Disease, Remove Paralysis, Sending
    2: Atonement (non-divine spellcaster), Break Enchantment, Cure Critical Wounds, Divination, Greater Dispel Magic, Neutralize Poison, Overland Flight, Restoration, Scrying
    4: Regenerate, Analyze Dweomer, Greater Scrying
    5: Commune, Contact Other Plane, Legend Lore
    7: Teleport Object, Vision
    8: Atonement (Divine Spellcaster)
    10: Teleport
    15: Plane Shift
    16: Greater Restoration, Raise Dead
    18: Discern Location
    20: Greater Teleport
    32: Resurrection
    75: Soul Bind
    77: True Resurrection

    Weekly Services
    1: Riding Mount for PC and 1 companion per level (light riding horse, camel, mule, or pony
    1: Freshwater boat travel for PC and up to 10 others (includes a crew of 4 level 1 experts
    1: Work detail of 50 level 1 commoners
    1: 1 skilled craftsman (Expert of 1/2 PC level)
    2: Bodyguard (warrior of 1/2 PC level)
    2: Ship transport, deep water for PC and up to 20 others, includes crew of 10 level 1 experts
    2: Squad of 10 level 1 warriors
    2: Combat trained mounts (light or heavy warhorses or riding dog) for PC and up to 1 companion per level

    Hurtful
    Leadership
    Greater pen strike

    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