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Vitaliano da Riva |
![Khonnir](http://cdn.paizo.com/image/avatar/PZO9085-Khonnir.jpg)
Stats: 4d6 ⇒ (1, 3, 3, 5) = 12 11
Stats: 4d6 ⇒ (3, 4, 4, 1) = 12 11
Stats: 4d6 ⇒ (3, 5, 3, 4) = 15 12
Stats: 4d6 ⇒ (4, 6, 5, 4) = 19 15
Stats: 4d6 ⇒ (6, 5, 5, 3) = 19 16
Stats: 4d6 ⇒ (4, 6, 6, 5) = 21 17
Hmm...I mean...The first was good...and I was just curious what a second roll might look like.....~fights with himself~
Makes a lot better Dragoon....and I could actually have skills even.
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Ierox |
4d6 ⇒ (1, 5, 4, 5) = 15
4d6 ⇒ (6, 3, 2, 3) = 14
4d6 ⇒ (4, 4, 5, 5) = 18
4d6 ⇒ (6, 3, 4, 6) = 19
4d6 ⇒ (5, 4, 4, 1) = 14
4d6 ⇒ (5, 4, 6, 5) = 20
4d6 ⇒ (2, 6, 4, 5) = 17
4d6 ⇒ (1, 3, 1, 6) = 11
4d6 ⇒ (6, 4, 2, 1) = 13
4d6 ⇒ (3, 4, 5, 2) = 14
4d6 ⇒ (6, 1, 5, 4) = 16
4d6 ⇒ (3, 2, 2, 5) = 12
4d6 ⇒ (5, 2, 4, 2) = 13
4d6 ⇒ (4, 2, 2, 6) = 14
4d6 ⇒ (2, 4, 2, 4) = 12
4d6 ⇒ (5, 1, 2, 2) = 10
4d6 ⇒ (6, 5, 2, 4) = 17
4d6 ⇒ (2, 5, 3, 4) = 14
4d6 ⇒ (1, 5, 6, 6) = 18
4d6 ⇒ (1, 6, 4, 5) = 16
4d6 ⇒ (6, 5, 1, 3) = 15
4d6 ⇒ (3, 5, 5, 2) = 15
4d6 ⇒ (1, 1, 1, 6) = 9
4d6 ⇒ (5, 1, 5, 2) = 13
4d6 ⇒ (2, 5, 5, 6) = 18
4d6 ⇒ (1, 3, 4, 6) = 14
4d6 ⇒ (1, 1, 5, 2) = 9
4d6 ⇒ (3, 2, 4, 1) = 10
4d6 ⇒ (3, 1, 4, 1) = 9
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Ierox |
Male Orc Scout Sniper Underground Chemist Unchained Rogue 4
N medium humanoid(Orc)
Init +3, Perception +7
AC 16, T 13, FF 13, CMD 17, FFCMD 14
Hp 33 (4d8)
Fort +3, Ref +7, Will +1
Speed 30ft.
Melee
...Dagger +6, 1d4+3 (19-20)
Ranged
...Heavy Crossbow +6, 1d10 (19-20)
Str 13, Dex 17, Con 14, Int16, Wis 10, Cha 5
Feat Weapon Finesse(1B), Quick Draw(1), Extra Rogue Talent(3)
Traits/Drawbacks
Skills Acrobatics +9, Bluff +4, Climb +7, Craft(Alchemy) +12, Disable Device +9, Heal +4, Knowledge(Engineering) +7, Perception +7, Stealth +9, Survival +4, Swim +7
Languages Orc, Common, ???*2
Special Abilities
Ferocity Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Finesse Training (Ex) (Daggers) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll.
Accuracy (Ex) At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.
Chemical Weapons (Ex) At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.
Bomber (Su) A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).
Deadly Range (Ex) At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd.
Bomber's Discovery(Explosive Missile) A rogue with this talent gains an alchemist’s discovery that modifies a bomb.
Explosive Missile As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.
Debilitating Injury At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability).
Precise Splash Weapons (Ex) At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square.
Scout’s Charge (Ex) At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
Gear
Heavy Crossbow, Bolts(30), Daggers(4), Studded Leather, Iron Pellet Grenades(3, crafted), Flash Powder (6doses, crafted), Acid (3, crafted), Alchemist's Fire (6, crafted), Thunderstone(3, crafted),
Tanglefoot Bag(2), Portable Alchemist's Lab, Backpack, Lamp, Lamp oil(9), Flint and Steel, Signal Whistle, 4gp, 2sp
The loss of darkvision is actually pretty sad - it'd be an amazing asset to a group fighting humans.
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Vinsomner |
![Magma Dragon](http://cdn.paizo.com/image/avatar/PZO9434-MagmaDragon.jpg)
Do fighters have access to combat stamina optional rules?
Also, sorry if I missed it but is HP the normal average+1?
Yes, they do have access to combat stamina optional rules.
Ah I always forget that rule. Normally I run with max HP, but for this time, Normal Average + 1 will be the route we go.
Also your post response is good, no need to change it.
Vin are you using background skills?
Background skills will be determined once the players are selected. It will also play off those two trait rolls everyone makes.
The loss of darkvision is actually pretty sad - it'd be an amazing asset to a group fighting humans.
Yes, it would be amazing hah! But due to the setting the orcs have been forced to fight during the day and after several generations of working in the sun caused most to lose their ancestral trait of darkvision, but they no longer have light sensitivity.
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![]() |
![Killian Paltreth](http://cdn.paizo.com/image/avatar/killian_color.jpg)
Sorry, just a few more questions, you said no magic, so a few things I am assuming, but want to make sure on-
healing is VERY limited, no potions, no wands etc. Only natural healing, and healing won't always get us back up before the next fight, even if it's for several days maybe.
Another thing, we won't be facing a lot, if any, magic during the game. I am assuming if any enemy will have magic, it will be incredibly rare and seen as extremely powerful.
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Vitaliano da Riva |
![Khonnir](http://cdn.paizo.com/image/avatar/PZO9085-Khonnir.jpg)
Grung
Male orc unchained barbarian 2/fighter (dragoon) 2 (Pathfinder RPG Bestiary 222, Pathfinder RPG Ultimate Combat 28, 46, Pathfinder Unchained 8)
N Medium humanoid (orc)
Init +1; Perception +4
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 45 (4 HD; 2d10+2d12+14)
Fort +9, Ref +1 (+1 bonus vs. trample attacks), Will -1 (+1 vs. fear)
Defensive Abilities ferocity
--------------------
Offense
--------------------
Speed 35 ft. (25 ft. in armor)
Melee nodachi +10 (1d10+7/18-20)
Special Attacks rage (9 rounds/day), rage power (guarded stance +1)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 17, Int 14, Wis 9, Cha 9
Base Atk +4; CMB +10; CMD 20 (21 vs. overrun)
Feats Call Out, Intimidating Prowess, Mounted Combat, Skill Focus (Ride), Weapon Focus (nodachi)
Skills Acrobatics -3 (-7 to jump), Climb +5, Handle Animal +4, Intimidate +11, Knowledge (nature) +9, Perception +4, Profession (soldier) +6, Ride +0, Survival +4 (+6 to avoid becoming lost), Swim +5
Languages Common, Giant, Goblin, Orc
SQ indomitable stance
Combat Gear barbarian chew, barbarian chew, barbarian chew, barbarian chew; Other Gear scale mail, nodachi[UC], backpack, bedroll, blanket[APG], compass[APG], fishhook, fishing net, flint and steel, piton (5), snuffbox, bone[ACG], waterskin (2), weapon cord[APG], whetstone, 94 gp, 6 sp, 8 cp
--------------------
Special Abilities
--------------------
Call Out Standard Action: Intimidate hostile foe in 30', success initiates a duel.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Guarded Stance +1 (Ex) Gain a +1 dodge bonus to AC while raging.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Rage (Unchained, 9 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Grung snorts as the battle is brought to close combat, he revealed in the fight swinging his nodachi and slicing at the horse and rider alike. The flow of battle had been well so far, keeping an eye on his fellow soldier as he saw the orc winning. He grinned, he would not be needing a new recruit soon. His smile turned to anger as he spied a charging calvaryman.
He turned his head, "TO YOUR RIGHT YOU FOOL." he said in orcish before he turned his attention from the one in front of him, relying on his armor and hearty body to take care for the moment. "COWARD! FACE A REAL CHALLENGE!?!?!" he bellowed at the mounted combatant drawing his nodachi to bear. He planted his feet and readied himself for the charge even as the man behind him sliced into his armor. He snarled, letting the burning feeling of a new wound rally his strength into a rage.
He slammed his pole down into the ground and guided the tip of the blade to catch the horse full in the chest. Feeling the pole dig into the ground, he pulled with all his might. Using the horse's own momentum and weight and his own orcish strength, he flung the horse, rider and all into the other combatant. "YOU, CHILD OF BATTLE. YOU WILL SERVE ME TILL YOU LEARN TO SEE THE WORLD AROUND YOU." he bellowed in orcish once more at his comrade before turning, blood spraying from his wounds back to his work and began cutting down the pinned humans.
~taps his chin~ May revise, may adjust. I feel like it's not good work...but it's like 4am so it's understandable.
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Vinsomner |
![Magma Dragon](http://cdn.paizo.com/image/avatar/PZO9434-MagmaDragon.jpg)
Sorry, just a few more questions, you said no magic, so a few things I am assuming, but want to make sure on-
healing is VERY limited, no potions, no wands etc. Only natural healing, and healing won't always get us back up before the next fight, even if it's for several days maybe.
Another thing, we won't be facing a lot, if any, magic during the game. I am assuming if any enemy will have magic, it will be incredibly rare and seen as extremely powerful.
Your correct on all those assumptions actually. Potions are considered magical thus they won't exist. And the few magic using beasts will be exceedingly rare. These enemies who can still use magic is almost a myth to most of the inhabitants of this world.
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Shady_Motives |
![Beltias Kreun](http://cdn.paizo.com/image/avatar/c_beltais_final.jpg)
Level 4 Orc Trapper Ranger
N Orc, 17 yrs.
Init +3
Perception +9
6'9", 300 Lbs.
STATS
Str 19, Dex 16, Con 16, Int 14, Wis 14, Cha 13
DEFENSE
AC 16, touch 13, flat-footed 13
hp 32
Current hp 32
Fort +7, Ref +7, Will +3
Speed 30 ft.
CMB: +8
CMD: 21
OFFENSE
Base: +4
Melee: +8
Ranged: +7
Attacks
Composite Longbow +7, 1d8+3, x3
Greataxe +8, 1d12+6, x3
Dagger +8, 1d4+4, 19-20 x2
FEATS
Self-Sufficient
Boon Companion
CLASS BONUS FEATS
Combat Style (Archery: Precise Shot)
Endurance
TRAITS
ADVENTURING SKILLS
Acrobatics: +3
Appraise: +2
Bluff: +1
Climb: +7
Diplomacy: +1
Disable Device: +9
Disguise: +1
Escape Artist: +3
Fly: +3
Handle Animal: +5
Heal: +11
Intimidate: +6
Knowledge:
>>Arcane: +
>>Nature: +9
>>Planes: +
>>Religion: +
>>Dungeoneering: +6
>>Local: +
Perception: +9
Perform: +2
Ride: +7
Sense Motive: +2
Spellcraft: +
Stealth: +9
Survival: +10
Swim: +7
BACKGROUND SKILLS (Just the way I set this sheet up, I understand it's provisional until final party is made, did not use the extra 2 background skill points/level to fill this part out)
Appraise: +2
Craft (Bow): +6
Knowledge (engineering): +
Knowledge (geography): +6
Knowledge (history): +
Knowledge (nobility): +
Linguistics: +2
Profession: +2
LANGUAGES
Common, Orc
SPECIAL ABILITIES
Trapfinding +2
Track +2
Favored Enemy (Human)
Wild Empathy (1d20+1)
Favored Terrain (Forest)
Hunter's Bond (Animal Companion)
Link
Items:
Studded Leather Armor
Composite Longbow (+3 strength)
Arrows x40
Greataxe
Dagger x2
Healing Kit
Thieves Tools
Backpack
Bedroll
Tent
Glass Bottle x3
Caltrops
Candle x10
Chalk x5
Flint and Steel
Grappling Hook
Rope, Hemp 100 ft
Shovel
Signal Horn made from Mountain Goat horn
Torches x10
Waterskin x3
Thunderstone x2
Hammer
Parchment x10
Charcoal Sticks x10
Ball of Twine
75 Gold
Bolg____________________________________
Wolf Companion
N Medium animal
Init +3; Senses low-light vision, scent; Perception +10
DEFENSE__________________________________
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 24 (4d8+8)
Fort +6, Ref +6, Will +2
Evasion
OFFENSE_________________________________
Speed 50 ft.
Melee bite +5 (1d8+2 plus trip)
STATISTICS______________________________
Str 14, Dex 16, Con 15, Int 3, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 15 (19 vs. trip)
Feats: Skill Focus (Perception), Improved Natural Attack (Bite)
Skills: Acrobatics +7, Perception +10, Stealth +8, Survival +4 (+8 scent tracking); Racial Modifiers +4 Survival when tracking by scent
Tricks: Flank, Sneak
Regiment Leader:
With a word he spreads the waiting orc host out to catch the charging knights in the net. Here in the forest the orcs had the advantage. Here in the dark, they would have their due.
Lieutenant:
Two days later the troop returns, down a few soldiers and several bandages evident but with smiles on their faces and swaggers in their step. They don't disperse and relax once they have re-entered the camp, they stay in formation and push their way straight to the commanders tent and stomp to a halt. Vorhag calls out loudly that Shadowfang Company has returned, mission successful. He waits for the commander to come out and stares directly into his eyes, daring the orc to challenge his statement. The other orcs in Shadowfang Company also stared down their idiotic commander, daring him to say a single word in reproach. Should that happen there would be blood tonight.
Scout:
He waits like a hole in the air as the scouts pick their quickly back the way they came, weapons out. The orcs holds his breath as he counts for twenty seconds before hanging his bow across his back and shimming down the tree as fast as he could. He drops the last ten feet and is off like a shot, sprinting back to his regiment as fast as he can. He slides to a walk near Bolg and calls out to the wolf not wanting the startle the beast. A black snout pushes out of the bushes followed by a pair of yellow eyes. The orc quickly pushes his way into the same bushes and crouches down near the wolf, looking back the way he came for signs of pursuit. When several seconds pass by and he sees nothing a huge grin splits the ugly face as he pats the wolf on the back and the two race back into the trees to warn their own forces.
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Vinsomner |
![Magma Dragon](http://cdn.paizo.com/image/avatar/PZO9434-MagmaDragon.jpg)
So far the characters look pretty good. I'm not finding any issues with any of them yet, same goes for the responses. They've been great so far so keep up the great work!
I'm eagerly awaiting a few of your application posts to go along with your stat blocks!
Right now we have applications out for these positions:
Leader: 1 application
Lieutenant: 1 application
Scout: 2 applications
Soldier: 3 applications
3 application posts are currently pending (being written)
and a total of 7 applications so far (as far as a Stat Block being posted, WIP/Finished)
Also remember, I noticed some people only rolled one set, if your not happy with that set you are allowed to re-roll.
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Gorthug |
![Cairn Wight](http://cdn.paizo.com/image/avatar/PZO9238-Wight.jpg)
4d6 ⇒ (6, 1, 4, 1) = 12
4d6 ⇒ (6, 4, 6, 2) = 18
4d6 ⇒ (5, 1, 1, 2) = 9
4d6 ⇒ (2, 5, 6, 6) = 19
4d6 ⇒ (6, 1, 3, 4) = 14
14 / 11 / 14 / 8 / 17 / 13
25 point buy. Not bad.
4d6 ⇒ (3, 6, 4, 5) = 18
4d6 ⇒ (1, 2, 6, 2) = 11
4d6 ⇒ (4, 2, 2, 2) = 10
4d6 ⇒ (6, 4, 6, 2) = 18
4d6 ⇒ (5, 1, 4, 5) = 15
16 / 15 / 10 / 8 / 16 / 10
25 point buy. Not bad.
4d6 ⇒ (4, 3, 3, 3) = 13
4d6 ⇒ (3, 1, 6, 6) = 16
4d6 ⇒ (5, 5, 2, 2) = 14
4d6 ⇒ (2, 6, 6, 6) = 20
4d6 ⇒ (5, 6, 4, 3) = 18
15 / 10 / 15 / 12 / 18 /15
46 point buy. Awesome.
4d6 ⇒ (4, 6, 6, 1) = 17
4d6 ⇒ (6, 4, 6, 4) = 20
4d6 ⇒ (2, 5, 4, 6) = 17
4d6 ⇒ (5, 6, 1, 1) = 13
4d6 ⇒ (3, 2, 1, 5) = 11
14 / 16 / 16 / 15 / 12 /10
34 point buy.
4d6 ⇒ (3, 6, 3, 6) = 18
4d6 ⇒ (6, 4, 6, 3) = 19
4d6 ⇒ (5, 3, 3, 5) = 16
4d6 ⇒ (1, 5, 4, 6) = 16
4d6 ⇒ (4, 6, 2, 1) = 13
10 / 15 / 16 / 13 / 15 / 12
29 point buy.
4d6 ⇒ (6, 2, 5, 1) = 14
4d6 ⇒ (5, 1, 4, 5) = 15
4d6 ⇒ (4, 6, 1, 6) = 17
4d6 ⇒ (1, 3, 2, 6) = 12
4d6 ⇒ (4, 2, 5, 1) = 12
10 / 13 / 14 / 16 / 11 /11
20 point buy
4d6 ⇒ (2, 6, 2, 1) = 11
4d6 ⇒ (2, 6, 5, 2) = 15
4d6 ⇒ (1, 5, 4, 1) = 11
4d6 ⇒ (4, 1, 6, 2) = 13
4d6 ⇒ (5, 6, 5, 5) = 21
14 / 10 / 13 / 10 / 12 /16
20 point buy
4d6 ⇒ (6, 6, 1, 6) = 19
4d6 ⇒ (2, 6, 1, 2) = 11
4d6 ⇒ (1, 6, 3, 3) = 13
4d6 ⇒ (6, 4, 6, 6) = 22
4d6 ⇒ (4, 3, 4, 3) = 14
15 / 18 / 10 / 12 / 18 / 11
44 point buy, with 2 18s! Lower than the 46 point buy, but great stat allocations for an orc.
5d6 ⇒ (3, 6, 6, 1, 2) = 18
5d6 ⇒ (5, 1, 3, 4, 2) = 15
5d6 ⇒ (3, 4, 1, 3, 5) = 16
5d6 ⇒ (5, 5, 1, 2, 4) = 17
660 gold
Positive Trait: 1d20 ⇒ 17
Negative Trait: 1d20 ⇒ 4
Race Orc
- Dayrunner (Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.)
- Darkvision (60ft)
- Ferocity (Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.)
- Weapon Familiarity (Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.)
Class Two Handed Fighter (4)
Str (22) Dex (16) Con (18) Int (8) Wis (10) Cha (9) HP (50) AC (23/14/19) CMB (+9/+10 sunder) CMD (22) Saves (+7/+4/+1) Movement (35/25ft)
Traits
* Fighter of the Society (+1 AC in medium or heavy armor)
* Seeker (+1 perception and class skill)
Combat
* To Hit: +3 (BaB) + 6 (Str) + 1 (MW) = +10
* Damage: 1d10 + 18
Class
* Shattering Strike (At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. )
* Overhand Chop (At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.)
Feats
Lvl 1: Tribal Scars, Raptor Scale (+5ft movement, +2 acrobatics, +6 HP)
Lvl 1 Class: Power Attack
Lvl 2 Class: Furious Focus
Lvl 3: Orc Weapon Expertise-Defender (+2 shield AC)
Lvl 4 Class: Dodge
Skills with FCB
* Intimidate: 4 skill points (+6)
* Perception: 4 skill points (+8)
Equipment
* Masterwork Orc Skull Ram (+1 hit, 1d10 damage, reach, +2 shield AC, x3 crit)
* Cold Iron Gauntlet
* Silver Gauntlet
* Breastplate (+6 AC, +3 max dex, -4ACP)
* Fighter's Kit
* 132 gold
Feat Plan
Lvl 5: Bullying Blow
Lvl 6 Class: Intimidating Prowess
Lvl 7: Orc Fury Style
Lvl 8 Class: Orc Rampage Style
Lvl 9: Skill Focus (Intimidate)
Lvl 10: Orc Snarl
Gorthug is a soldier, pure and simple. While he doesn't exhibit the berserker rage of his barbarian comrades, he is a warrior who relies on his strength to beat down and destroy his opponents. He fully knows the reputation of his people, and dresses/arms himself to take advantage of most enemies mistaking him as a simple savage.
The plan for him, mechanically, is to go down the Orc Style feat tree. This will beef up his intimidate, and to be honest, is being done because it just 'feels' orcish. That, and it is easier to sneak attack shaken opponents for his rogue/slayer comrades.
One thing to note, is that with AC23 and 50HP he can act as a party tank. Though with a reach weapon, this might be somewhat problematic as he'll have to 5-step away to make the most of his attacks. Still, with 25ft speed, having a reach weapon somewhat makes up for his lack of mobility....
Fluff
As your regiment attempted to pass through a field, you were spotted by an advance cavalry regiment. You get chased down and are locked in a bloody struggle. Your fellow soldier is winning a fight to your left, but you see a human coming up quickly behind to dispatch your friend on horseback. You yourself are stuck in a fight with a knight before you.
Gorthug glared at the knight standing before him. The human probably thought him to be an idiot. Another rampaging beast lost to reason, with naught but bloodlust in his veins. In this, he was wrong. While Gorthug knew little except for battle, he was no bloodraging barbarian. No, he was a soldier. And he was perceptive enough to see that while his less aware comrade was trying to rip a man in half, he was leaving himself exposed to an incoming knight.
Gorthug knew the stereotypes, and he knew how true most of them were. It was for this reason that he had trained so hard to fight with one of the traditional weapons of his people, the 'orc ram.' It was supposed to be little more than a wooden log with a shoulder strap to carry some of the weight. The name came from the orc tradition of making the ram’s head out of a large skull. Gorthug had commissioned his to be as well crafted as any knightly blade. The log was reinforced with metal struts, and the head itself was made out of fine steel. He still looked the part of a barbarian, but what he held in his hands was a tool of death. It made his human foes underestimate him. And most importantly, it gave him reach.
He opened his mouth and let out a bestial roar at the knight in front of him and lifted his ram as if though he was preparing to swing. He saw the knight's eyes widen. The knight had seen what the ram had done to the other three soldiers who had gotten in his way. The man was tensing, getting ready to dodge, to exploit the obvious opening. But what he didn't notice was that Gorthug had stepped five feet to the left. He did this to position himself...
...the other knight was charging in, getting ready to skewer Gorthug's comrade. He didn't notice that he was within reach of the orcish ram. He didn't realize that he was Gorthug's target. As the knight galloped by, Gorthug swung his ram. Not at the knight he was fighting, but at the horse that was charging past him. The ram hit the horse's legs, and Gorthug could feel bones snap. The sheer force of the blow and the exchange of energy would have ripped the weapon out of the hands of a weaker warrior, but Gorthug was as strong as an orc could be when not frothing mad with battle-lust. The knight on horseback tumbled out of his saddle, completely surprised by Gorthug's attack of opportunity.
The knight whom Gorthug was facing let out a most ungentlemanly curse as he raised his blade and charged at the orc, hoping to make him pay for his 'cowardly' blow, and to protect his kinsman from Gorthug pouncing on him. Gorthug saw this coming, and blocked the blade with his ram, using it to shield himself. It was a maneuver made possibly purely because of his massive strength. He swatted the blade aside, and swung with all of his might...at the knight's shield. The man raised it to block the blow, but it was what the orc wanted. Steel crumbled under the force, and he was fairly certain that he had dislocated the man's shoulder, if not broken his arm.
He smiled, with the joy that only came from taking a life in the name of the Black Swords...
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Gorthug |
![Cairn Wight](http://cdn.paizo.com/image/avatar/PZO9238-Wight.jpg)
For what it's worth, I've changed around Gorthug's stats in his profile.
With his Str22, Con18, and with his Orc Ram...I just don't see Dex16 as being very appropriate. I also wrote him as being far more intelligent than most would give him credit for.
So now instead of Str22 Dex16 Con18 Int9 Wis10 Cha8 he is Str22 Dex12 Con18 Int14(!) Wis(9) Cha(8)
It's not as 'good' as I lose out on reflex saves, better AC, initiative, will saves, etc. But it feels more in-character.
Plus he now has craft-armor. So he got to make his own half-plate, and can repair broken/damaged equipment for the unit.
And really...the image of a Str22 Con18 orcish smith, wearing heavy armor and swinging around a giant weapon just fits better. Especially as the mechanics show him taking a hit and shrugging it off, rather than dodging it. So I'll be going with this.
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![Hellknight](http://cdn.paizo.com/image/avatar/29_Order-of-the-Nail.jpg)
OK, I think he's mostly done. I'll continue to audit until it's time, but nothing should change very much.
Male Orc Barbarian (True Primitive/Mad Dog) 4
N Medium Humanoid (Orc)
Init +3; Perception +7
**+2 Init and perception in forests
--------------------
Defense [x]=during Rage
--------------------
AC 20[18], touch 13[11], flat-footed 17[15]
(+3Dex, +5armor, +2shield)
hp 36
Fort +7, Ref +8, Will +3[5]
+1 morale from fetish
CMD 16
--------------------
Offense [x]=during Rage
--------------------
Speed 30', 20' in armor
Base Atk +4
Melee:
Greatclub +10[12] 1d10+9[11]
Spear +10[12] 1d6+9[11] brace
Short Spear +9[11] 1d6+6[8] 20ft
PA: -1/+2(3)
Ranged:
Sing +7 1d4+6 50ft.
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 15, Int 13, Wis 10, Cha 10
Base Atk +4; CMB +9; CMD 19
Rolled: 17 16 15 13 12 12
Feats:
(1st)Combat Reflexes, 4 AoO/rd total
(3rd)Power Attack, -2+4
Rage Powers: Ferocious Beast - Companion gains benefits of rage, must spend rounds.
Traits: Coherent Rage: use Handle Animal while raging
Berserker of the society: +3 rage rounds
Auspicious Tattoo – +1 will
Drawback: Xenophobic: -2 diplo and SM vs other races
Languages: Orc
----------------------------------
Skills:
----------------------------------
Acrobatics +7 (1rank,3dex,3class)
Climb +10 (1rank,6str,3class)
Intimidate +7 (4rank,0cha,3class)
Kn: Nature +4 (1rank,1int,3class)
Perception +7 (4rank,0wis,3class)
Stealth +10 (4rank,3dex,3class)
Swim +10 (1rank,6str,3class)
Survival +7 (4rank,0wis,3class)
+2 Kn:geo, Stealth, Survival in forest, does not leave trail and cannot be tracked unless I choose
ACP breastplate -4, Heavy Shield -2
4 class/lvl +1 int/lvl = 20 total
--------------------
Special Abilities
--------------------
Barbarian:
Weapon and Armor Proficiency
A true primitive is proficient with hide armor and armors made from bone (see Special Materials). A true primitive is also proficient with bone shields and the following weapons: battleaxe, blowgun, club, greatclub, handaxe, longspear, shortspear, sling, and spear.
Illiteracy
A true primitive cannot read or write, and her superstition about such things leads her to refuse to ever learn to read or write, even if she multiclasses into other classes.
Favored Terrain (Ex) Forrrest
A true primitive has a favored terrain representing her native homeland. This ability functions as the ranger class feature, and the true primitive’s bonuses in that terrain improve by +2 at 5th level and every five levels thereafter. However, she does not gain any additional favored terrains.
+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
This ability replaces fast movement.
Rage (Ex)
Rage (Ex)
A mad dog gains this ability at 4th level, except that her effective barbarian level for the ability is equal to her barbarian level –3.
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Rage Powers
As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
War Beast (Ex)
At 1st level, a mad dog gains the service of an animal companion, using the barbarian’s level as her effective druid level.
This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.
Pack Tactics (Ex)
At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).
This ability replaces uncanny dodge.
Trophy Fetish (Ex)
A true primitive collects teeth, bones, hair, and other trophies from vanquished enemies, representing their power and strength.
At 3rd level, a true primitive can attach a trophy fetish to one of the traditional true primitive weapons listed above. When wielding that weapon, the true primitive gains a +1 morale bonus on damage rolls. Furthermore, if that weapon has the fragile property, once per day, the true primitive can ignore the effects of a single natural 1 roll. A trophy fetish can also be attached to a suit of hide or bone armor, granting the true primitive a +1 morale bonus on saving throws. Furthermore, if that armor has the fragile property, once per day, the true primitive can chose not to have the armor break on the confirmation of a critical hit made against her.
Every five levels beyond 3rd, a true primitive can use an additional trophy fetish. Multiple trophy fetishes can be attached to the same armor or weapon; their effects stack. A trophy fetish can be sundered (hardness 5, 1 hit point) but is not damaged by area attacks or attacks that do not specifically target it. It has no effect if attached to other types of weapons or armor.
This ability replaces trap sense.
--------------------
Racial Traits
--------------------
Ability Score Racial Traits: Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
•Type: Orcs are humanoids with the orc subtype.
•Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Orcs have a base speed of 30 feet.
•Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages. (replced by feral)
Offense Racial Traits
•Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
•Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc’s weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.
--------------------
Gear
--------------------
690g
cost/weight
5g/8 - Greatclub
2g/6 - spear
5g/3 - Shortspear x5
0g/-- - Sliing
2s/10 - Bullets x20
2g/5 - Bullets, groaning x10
200g/30 - Bone Breastplate
7g/2 - Heavy bone Sheild
50g/20 - Studded Leather Barding
9g/26 - Kit, Barbarian’s
This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
--------------------
Companion
--------------------
Warcat (bodyguard)
Size Medium; Speed 40 ft., 30 in armor
HP: 28
AC 22/13/19 (+3 dex, +6 natural armor, +3 barding)
Saves: 6/7/1
BaB+3
Attack bite +6 (1d6+3), 2 claws +6 (1d6+3)
Ability Scores Str 16, Dex 16, Con 14, Int 3, Wis 11, Cha 5;
Special Attacks rake (1d4);
SQ low-light vision, scent, link, Shared Vigilance, Tenacious Guardian
Feats (2): Light Armor Prof., Imp. Nat. Attack (claw)
Skills (4): Acrobatics +6, Stealth +6, Survival +4, Climb +6
-1 ACP
Tricks (9+2):attack, come, defend, down, guard, flank, heel, hunt, maneuver, sneak, seek
Animal Feats
In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm’s Way.
Shared Vigilance (Ex)
A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
This ability replaces share spells*.
Tenacious Guardian (Ex)
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master’s class level.
This ability replaces evasion.
You were on an advanced scouting mission for your regiment, about two to three miles ahead of the troop. You climbed up a tree to try and get a better view. You see a large swath of humans are moving towards your regiment. Both parties oblivious to each other. You try and climb down the tree but the humans had their own advance scouts and they are passing underneath you right now making it impossible to climb down undetected.
I hear then before I see them. Such is normal in the forest. A twig snaps and Fuzzy whips around on the branches in which we'd spied the enemy force. We were high in the trees so they had gotten closer than they usually would have. Fuzzy's fangs bare in a silent threat. I look at the branches around us and quickly realize that there is no escaping this one.
One of the men clanks. He forgot to muffle is armor. Poor fool.
We climb down silently. This was my realm, little did they know. I wait until they are directly under me, then motion forward. Fuzzy, all 200 pounds of vicious murder cat of him, jumps from the tree and lands on the nearest lightly armored man. He dies instantly with a little *squish* sound. I target the armored fool. I land behind him and drive one of my short spears into his back. He dies screaming. Fuzzy roars a challenge at the two others in the group. For some reason seeing a Warcat so close is really terrifying to humans. Both run screaming. The fools. Fuzzy charges one and rips his arms off. The other goes faster, leaving a faint smell of feces in his wake. We smile and disappear into the underbrush. There's no way the human can track me. That scout, my messenger, will surely lead them on a merry chase. I have no intention of being there for that party though. Time to go make my report.
Caught like a dove in flight! The human cavalry was fast, but we were vicious. This is not my world. I belong to the forest, to the trees and the streams. This was open terrain, and I feel out of place. I wasn't any less dangerous, but the humans probably thought differently. After so long you'd think they would learn. Poor, stupid fools.
The knight in front of me had planned to ride me down. I set my spear and wounded his horse straight through the breast, which promptly threw him. He was unskilled as well as stupid, then. Now we circled, gauging each other. His armor baked in the noonday sun. My bones were significantly cooler. His squeaked and clanked. Mine was silent.
I glance over and see my brother about to get ambushed! Thankfully, I never fight alone. I give a sharp whistle and 200 lbs of furry death pounces on the knight. From the sound of his screams he did not enjoy the experience of being pried open like an oyster.
I turn my attention to the one charging my brother. My spear reverses in my grip and takes flight. Half a second later there is a wet *shunk* and the stupid, dishonorable fool slumps to the ground. Fuzzy rejoins me, his muzzle bloody and his paws glistening in other, more savory juices. Forest or not, the hunt was always fun.
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![Killian Paltreth](http://cdn.paizo.com/image/avatar/killian_color.jpg)
Rorak
Male orc (fighter)4
N Medium Humanoid (orc)
Alternate racials-
Init +4; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC(22), touch 15, flat-footed 18(+6armor, +4dex, +2shield)
hp 40[4d10+12]
Fort +7, [base4+3con]
Ref +5, [base1+4dex]
Will +1 [base1+0will] +1 vs fear
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee
Thorn (Longspear): 10ft
To Hit: +12/+10
Damage: 1d8+9/15
on charge: +14/+12
Damage: 3d8+27/45
Ranged
Composite Longbow
To hit: +8
Damage: 1d8+2
------------------------------
STATISTICS
------------------------------
Str 22, Dex 18, Con 16Int 12, Wis 09, Cha 12
Base Atk +4; CMB +10; CMD 23
Stamina: 7
Traits:
Drawbacks:
Feats:
1- Mounted Combat, skill focus ride, Ride by attack, combat stamina
2- Weapon focus (Longspear)
3- Spirited Charge
4- Combat Reflexes
Skills: 2+2/level
Acrobatics-3
Perception-3
diplomacy-1
Know. Dungeoneering-1
Know. Geography:3
Climb-1
Survival-2
Ride-4
ACP -3
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, orc,
------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: MwK Longspear, Falchion, Composite Bow (+2), Breastplate,
Magical Gear: N/A
Misc Gear: backpack, belt pouch, sunrod(3), torch (5), waterskin (3), rations (20), caltrops (3), Grappling hook, 100ft silk rope, lantern, oil(24oz) ,
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money GP 6 SP 5 CP
1. Leader-
I have to make a split second decision. To the rocks, or the trees. After only seconds of consideration, I turn to my lieutenant Lieutenant! Get these men moving double time to that grove of trees. Make sure they set up properly to minimize the Calvary's speed and numbers. Have any of the soldiers with long reaching weapons stick behind the trees, and should any of the knights get to close, take them off their mount. Have any ranged soldiers climb into the trees and rain arrows on the knights, force them to either fully commit, or leave. We must take away as many of their advantages as possible. If I fall, you must protect them in my stead. I give a stern, but resolute look to the lieutenant before circling the column.
Soldiers! The enemy is upon us, they think us dumb, dim-witted, lesser creatures! Yet here we stand in defiance of them! They fear us! What we can be! Look to your Brothers in arms! Guard them, and they will guard you! You are each worth three of the enemy! Should we fall today, we fall as free Orcs! And I promise you this, today I will be the first, and the last to leave the field of battle! Remember! We are the Black Swords! We fight for our freedom! And Never again will we be slaves! I curse slightly as I finish, Never was the best speech giver, and this ambush has me worried. I trust my soldiers, believe in them, I know each truly is worth at least 2 of the enemy. However, the odds are against us, and the knowledge that many may fall today weighs heavy on me, more so than any armor could. I break off just as the column reaches the grove, Slam the visor on my helmet shut. I take a deep breath and steady myself. Today's going to be a long day... I mutter under my breath as I charge to intercept three of the knights.
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Peet |
![Kassmak](http://cdn.paizo.com/image/avatar/06-Lizardflok-chieftain.jpg)
Well, what can I say. I like orcs.
GM Vinsomner: what would you say to the idea of an "orcish runt" who is small instead of medium and gets +2 STR/DEX instead of +4 STR?
Let's roll:
4d6 - 2 ⇒ (6, 6, 2, 3) - 2 = 15
4d6 - 1 ⇒ (3, 4, 6, 1) - 1 = 13
4d6 - 1 ⇒ (1, 6, 1, 3) - 1 = 10
4d6 - 1 ⇒ (1, 2, 3, 2) - 1 = 7
4d6 - 1 ⇒ (4, 4, 4, 1) - 1 = 12
4d6 - 2 ⇒ (6, 4, 4, 2) - 2 = 14
Meh, 13 points. Let's try again:
4d6 - 1 ⇒ (1, 4, 3, 3) - 1 = 10
4d6 - 3 ⇒ (4, 3, 5, 4) - 3 = 13
4d6 - 1 ⇒ (4, 1, 6, 6) - 1 = 16
4d6 - 1 ⇒ (2, 4, 2, 1) - 1 = 8
4d6 - 1 ⇒ (5, 6, 6, 1) - 1 = 17
4d6 - 1 ⇒ (5, 3, 4, 1) - 1 = 12
Hmmm... maybe. Once more for luck:
4d6 - 1 ⇒ (5, 5, 1, 6) - 1 = 16
4d6 - 2 ⇒ (4, 2, 5, 5) - 2 = 14
4d6 - 1 ⇒ (4, 6, 1, 1) - 1 = 11
4d6 - 1 ⇒ (5, 1, 6, 3) - 1 = 14
4d6 - 3 ⇒ (6, 5, 3, 6) - 3 = 17
4d6 - 1 ⇒ (1, 4, 2, 3) - 1 = 9
Yeah, let's go with that. More to come.
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Vinsomner |
![Magma Dragon](http://cdn.paizo.com/image/avatar/PZO9434-MagmaDragon.jpg)
GM Vinsomner: what would you say to the idea of an "orcish runt" who is small instead of medium and gets +2 STR/DEX instead of +4 STR?
I'll consider it, would you be able to give me your reasoning and plan behind the idea of your orc being smaller then most? What would he bring, that would've prevented him from dying at a young age from not being as big or as strong as the other orcs?
I think I'm going to bow out. I'm having trouble making the character, so I'll let others with a better idea of what they're doing go through it.
Sad to hear, but sometimes thats just the way of things, if you have to force a character idea then it will be hard to maintain enthusiasm for the campaign when your not particularly attached to your character. I wish you luck on finding another campaign!
@Gorthug: Looking at your stat block, you seemed to have made a mistake. I removed Darkvision and Lowlight sensitivity. So you do not need Dayrunner.
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Vinsomner |
![Magma Dragon](http://cdn.paizo.com/image/avatar/PZO9434-MagmaDragon.jpg)
IMPORTANT, PLEASE READ
I'm extending the application due date to Friday 14th of this week, this may be extended again till next Wednesday as the hard date depending on everyones applications status and how many we have.
I was going through all the applications and noticed there are quite a few players who showed interest who haven't submitted a character yet, as well as some incomplete applications.
Below are a list of corrections to existing applicatons:
rorek55: I'm not sure if I've missed it, but I cant find your Positive and Negative Trait rolls. Can you please make them for both your applications? Thanks!
Seth86: You have a stat block but are missing an application post. If your interested in joining, can you make the application post? Thanks!
Ierox: You have a stat block but are missing an application post. If your interested in joining, can you make the application post? Thanks!
Gorthug: You have traits listed in your stat block, these will be determined after acceptance and based on the rolls you made. Can you fix up your stat block to remove them? Thanks!
Choon: You have traits listed in your stat block, these will be determined after acceptance and based on the rolls you made. Can you fix up your stat block to remove them? Thanks!
Just to clarify, the traits I refer to are character background traits, not racial or class.
Otherwise, your characters look good and your application posts look good! I had fun reading them and looking at the characters, I'm happy to say I do appreciate the diversity everyone has put into their characters to help them stand out within the restrictions I've placed.
For everyone else who have dotted or rolled stats and are still interested, I look forward to see your creations! If you are no longer interested, please reply and let me know that your not intending to continue with the application!
Current Role Application
Total Unique Applications: 8
Below are current applications for the below roles of the regiment. Note that these also reflect if one person is applying to multiple roles.
Leaders: 2
Lieutenant: 1
Scout: 3
Soldier: 6
If you have any questions, feel free to throw them at me. I'll be keeping an eye on the thread and will reply as promptly as I can!
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Gorthug |
![Cairn Wight](http://cdn.paizo.com/image/avatar/PZO9238-Wight.jpg)
Just saying...our leader really should VMC Bard.
Trade lvl 3 feat for bardic knowledge (ie: The leader isn't a scholar by any measure. But he can look at just about any enemy and can tell what their weaknesses are, and knows any environment well enough to know its dangers. "That's a demon! Everyone, break out your cold iron." "That's not just any kind of undead, that's a..." type deal)
Trade lvl 7 feat for inspire courage and inspire competence. Truly a leadership type feat if I ever saw one.
Trade lvl 11 feat for versatile performance. Perform-Oratory, anyone?
Trade lvl 15 feat for lore master.
Trade lvl 19 feat for dirge of doom.
----
Just about all of these directly make our leader into a better leader, all without using any magic.
Also...and this is just an idea.
The Lieutenant should be allowed to have a custom VMC Skald. Same as VMC Bard, except:
Lvl 7 feat traded for Inspired Rage and Song of Marching.
Lvl 19 feat traded for Song of Strength.
This would make the lieutenant very similar to the leader. Except that the lieutenant buffs the party with rage instead of courage and marching instead of competence. Both would also have the tools needed to recognize threats to the unit. Both get public speaking skills (ie: yelling orders). And of course, no magic involved.
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Peet |
![Kassmak](http://cdn.paizo.com/image/avatar/06-Lizardflok-chieftain.jpg)
Peet wrote:GM Vinsomner: what would you say to the idea of an "orcish runt" who is small instead of medium and gets +2 STR/DEX instead of +4 STR?I'll consider it, would you be able to give me your reasoning and plan behind the idea of your orc being smaller then most? What would he bring, that would've prevented him from dying at a young age from not being as big or as strong as the other orcs?
How about this:
His mother, Negeruz, was a powerful warrior within her tribe. When the tribe suffered a raid from another tribe, her litter of children was killed... all except for tiny Wulfzag, who was too small and quiet to be noticed.
Not long after, the shaman demanded that Wulfzag be sacrificed to the gods, since he was too small and therefore unfit to be a warrior. But Negeruz refused, and after killing two warriors to protect him the chief declared that the warriors that died would be the sacrifice instead.
Nevertheless, Negeruz raised Wulfzag to look out for himself. She knew that she could not always protect him and that other orcs would see him as weak and pick on him. He learned to fight only when he could win, and how to run and hide when he could not. But he would not forgive any slight and would wait until the chance to pay back those who wronged him on his terms.
Wulfzag was never liked by his tribe, and grew used to the insults and mockery he received at their hands. And while he nursed a quiet hatred for those who mocked him, he held back his hand, waiting for a chance to show them up. His tribe didn't have to like him, but dammit, they would respect him.
And gradually it dawned on the tribal elders that Wulfzag had skills that made him useful to the tribe. He was quiet and nimble, and had taught himself to take advantage of an opponent's distraction and weakness. Though they didn't necessarily seem very "orcish" to the rest of the horde, gradually Wulfgar won a place on raiding missions with other warriors.
----
Mechanically it is easy to build orcs as "big and strong." Wulfzag would bring a bit more subtlety to the table.
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Peet |
![Kassmak](http://cdn.paizo.com/image/avatar/06-Lizardflok-chieftain.jpg)
Some mechanical questions:
1. Is Unchained Rogue allowed?
2. Are poisons and alchemical items allowed? How about the abilities to make them?
3. Do things like Mithral and Adamantine and Cold Iron exist?
4. Since there are no magic items allowed, will we be using Automatic Bonus Progression?
5. Are there gods in this game (even if there is no divine magic)? If so, would deific obedience feats be allowed if we got rid of the spell-like abilites?
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Vinsomner |
![Magma Dragon](http://cdn.paizo.com/image/avatar/PZO9434-MagmaDragon.jpg)
Some mechanical questions:
1. Is Unchained Rogue allowed?
2. Are poisons and alchemical items allowed? How about the abilities to make them?
3. Do things like Mithral and Adamantine and Cold Iron exist?
4. Since there are no magic items allowed, will we be using Automatic Bonus Progression?
5. Are there gods in this game (even if there is no divine magic)? If so, would deific obedience feats be allowed if we got rid of the spell-like abilites?
1. Yes
2. Primitive poisons yes, heavy restriction of alchemical items as many induce many 'magical' effects.
3. Mithral, Adamantine, and Cold Iron does exist.
4. I have not actually used that system before, so no, not at this time.
5. As of now, all orcs do not remember any gods they used to worship and they believe there is none. The world they know is ruthless, cold, and very unforgiving. As far as any religious zealots go, the gods have abandoned their world. This will be covered more fully when players have been accepted. But to answer your question, no, deific obedience feats are not allowed.
As for the small orc. I'm still on the fence. You may continue with your application as I have not made a final ruling on it yet.
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Cuàn |
![Lichen Leshy](http://cdn.paizo.com/image/avatar/PZO90116-Leshy_500.jpeg)
You said you might be ok with a Half orc if the story was good, correct?
The idea would be that my character's mother was an enslaved wet nurse to a noble's son. The basic idea was that if the boy suckled from an Orcish breast he'd get some of the strength of the orcs but none of idiocy. In order to get her to lactate she'd need to have a child though and as such her owner forced one of his personal guards to impregnate her. My character would be the result.
She would have been raised by her mother until her mother was sold again when she was about seven. From that day forward my character would have simply lived among the other house servants with her father secretly taking care of his daughter.
When the lord found out her father cared for her he was fired and she was to be sold as a slave. She had just turned thirteen. Her father ambushed the noble that bought her when they were on the way to the man's estate but he later succumbed to the wounds sustained during the rescue.
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Vinsomner |
![Magma Dragon](http://cdn.paizo.com/image/avatar/PZO9434-MagmaDragon.jpg)
@Cuan: I was leaning on the side of no, as in this world setting the pairings are almost unheard of. But since we have two players hoping to make a half orc, we can see how it fairs. Feel free to make an application. If its good and the application post is good we can see about the allowance. The background will be reworked to fit the world a bit better, but that will be approached with the accepted players. It's going to be a bit more complex then normal.
@Herkymr the Silly: You may proceed with an application of an half orc as well.
Stipulation: Your characters would have to appear and be more Orc then human.
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Cuàn |
![Lichen Leshy](http://cdn.paizo.com/image/avatar/PZO90116-Leshy_500.jpeg)
Cool, thank you
I will obviously also replace Dark Vision with an alternate racial trait to match the Orcs.
She'd be going for the Lieutenant role.
4d6 ⇒ (5, 4, 1, 2) = 12
4d6 ⇒ (6, 6, 3, 4) = 19
4d6 ⇒ (3, 6, 1, 6) = 16
4d6 ⇒ (2, 3, 3, 1) = 9
4d6 ⇒ (4, 6, 5, 1) = 16
4d6 ⇒ (6, 6, 2, 6) = 20
4d6 ⇒ (3, 2, 2, 1) = 8
4d6 ⇒ (4, 1, 2, 6) = 13
4d6 ⇒ (6, 3, 5, 5) = 19
4d6 ⇒ (2, 6, 3, 6) = 17
4d6 ⇒ (3, 4, 5, 4) = 16
4d6 ⇒ (4, 2, 5, 2) = 13
4d6 ⇒ (4, 4, 3, 2) = 13
4d6 ⇒ (2, 5, 6, 3) = 16
4d6 ⇒ (6, 3, 1, 2) = 12
4d6 ⇒ (6, 1, 6, 3) = 16
4d6 ⇒ (6, 3, 5, 1) = 15
4d6 ⇒ (5, 2, 1, 1) = 9
4d6 ⇒ (5, 3, 3, 3) = 14
4d6 ⇒ (3, 1, 4, 4) = 12
4d6 ⇒ (5, 5, 5, 3) = 18
4d6 ⇒ (2, 3, 1, 2) = 8
4d6 ⇒ (6, 4, 3, 3) = 16
4d6 ⇒ (2, 6, 2, 1) = 11
4d6 ⇒ (6, 2, 3, 2) = 13
4d6 ⇒ (5, 4, 2, 6) = 17
4d6 ⇒ (1, 4, 3, 3) = 11
4d6 ⇒ (2, 1, 3, 2) = 8
4d6 ⇒ (2, 2, 5, 1) = 10
4d6 ⇒ (4, 5, 5, 2) = 16 14
4d6 ⇒ (2, 3, 3, 5) = 13 11
4d6 ⇒ (3, 1, 1, 6) = 11 10
4d6 ⇒ (2, 6, 3, 6) = 17 15
4d6 ⇒ (6, 5, 4, 2) = 17 15
4d6 ⇒ (6, 4, 6, 6) = 22 18
Positive: 1d20 ⇒ 11
Negative: 1d20 ⇒ 11
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Vagoru Vyûn |
![Troll](http://cdn.paizo.com/image/avatar/PZO1126-Troll_90.jpeg)
Peet wrote:2. Are poisons and alchemical items allowed? How about the abilities to make them?2. Primitive poisons yes, heavy restriction of alchemical items as many induce many 'magical' effects.
Right now I am thinking of things like acid flasks and fireworks. None of them are especially powerful but they can be used for dealing with things that normally only magic is effective against, like swarms.
As for the small orc. I'm still on the fence. You may continue with your application as I have not made a final ruling on it yet.
OK, I made an avatar for him. This is it. Will start working on it now.
positive trait: 1d20 ⇒ 15
negative trait: 1d20 ⇒ 14
starting equipment 4d6x4: 16d6 ⇒ (5, 6, 5, 3, 2, 1, 4, 5, 3, 6, 6, 2, 3, 6, 4, 1) = 62 620 gp
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Shady_Motives |
![Beltias Kreun](http://cdn.paizo.com/image/avatar/c_beltais_final.jpg)
Cool, thank you
I will obviously also replace Dark Vision with an alternate racial trait to match the Orcs.
She'd be going for the Lieutenant role.
** spoiler omitted **
4d6 14
4d6 11
4d6 10
4d6 15
4d6 15
4d6 18[dice=Positive]1d20
[dice=Negative]1d20
There is nothing to replace Darkvision with since the Orcs lost their darkvision. We also lost Light-Sensitivity so you payed for that with Darkvision. Sum zero.
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Cuàn |
![Lichen Leshy](http://cdn.paizo.com/image/avatar/PZO90116-Leshy_500.jpeg)
There is nothing to replace Darkvision with since the Orcs lost their darkvision. We also lost Light-Sensitivity so you payed for that with Darkvision. Sum zero.
The idea was to trade it out in order to lose it, like how orcs trade it out to lose light sensitivity.
What you suggest simply is a penalty to half orcs.
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Shady_Motives |
![Beltias Kreun](http://cdn.paizo.com/image/avatar/c_beltais_final.jpg)
Take it up with the DM. Other people who have tried to replace Darkvision with anything have been shut down. His final ruling. And IMHO, you are getting a bonus because you get a variable +2 to any stat you want and no negative while those going full orc have -2 to all mental stats. No one else is getting to choose something for Darkvision, why should you?
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Cuàn |
![Lichen Leshy](http://cdn.paizo.com/image/avatar/PZO90116-Leshy_500.jpeg)
The difference is that all orcs are gaining something out of it: they lose light sensitivity.
The whole stat thing is easily balanced by how much stronger ferocity is compared to orc ferocity. That and one should never underestimate the worth of a racial +4 to a stat.
but I agree, it is something the DM should decide on.
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Vinsomner |
![Magma Dragon](http://cdn.paizo.com/image/avatar/PZO9434-MagmaDragon.jpg)
@Cuan: Sorry I didn't catch that before, but replacing Darkvision I do have to say that its a wipe out. My reasoning for not replacing it, is that granted its a net zero result for orcs and not half orcs, it does drop the RP value of the Orcs to 7 and Half-Orc RP gets dropped to 6. So its really a 1 RP difference here.
With the stat balance, it will be harder for half-orcs generally. In the setting, if they do exist, there incredibly far and few in between. The ones that exist are ostracized by both spectrums and usually are viewed as more of a threat to the overall use of the orcs as a military force for the ruling kingdoms. So in a lore way, it'll make sense.
Due to this, they have to work harder, if they even make it to the ranks of the fighting force. The benefit is that your mental stats will generally be stronger then most, but the stat imbalance will symbolize how much at odds you will be against the norm and the world. Even if a half-orc makes it to the main fighting force of the orcs, they will always be at a disadvantage and even mostly ostracized due to their lineage being mixed with a human.
With this particular campaign, the lore and setting is pretty important, as it sets up the entire precedence of the over-all story arc that unfolds. The trait rolls will determine background traits based off of your character and the general feel for them in the lore, which will also lead to the hooks of how and why your character exists.
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SkaTalon |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
Just under the wire. Hope I'm not too late.
4d6: 4d6 - 1 ⇒ (2, 3, 5, 1) - 1 = 10
4d6: 4d6 - 1 ⇒ (1, 4, 5, 3) - 1 = 12
4d6: 4d6 - 1 ⇒ (2, 2, 6, 1) - 1 = 10
4d6: 4d6 - 1 ⇒ (1, 2, 2, 2) - 1 = 6
4d6: 4d6 - 1 ⇒ (1, 2, 4, 1) - 1 = 7
4d6: 4d6 - 2 ⇒ (2, 3, 6, 6) - 2 = 15
one more try
4d6: 4d6 - 1 ⇒ (6, 1, 6, 3) - 1 = 15
4d6: 4d6 - 1 ⇒ (5, 2, 1, 5) - 1 = 12
4d6: 4d6 - 1 ⇒ (4, 6, 6, 1) - 1 = 16
4d6: 4d6 - 3 ⇒ (3, 4, 5, 5) - 3 = 14
4d6: 4d6 - 3 ⇒ (4, 4, 3, 3) - 3 = 11
4d6: 4d6 - 1 ⇒ (3, 5, 3, 1) - 1 = 11
I'll take it.
Positive Trait: 1d20 ⇒ 10
Negative Trait: 1d20 ⇒ 14
Starting Gold: 20d6 ⇒ (4, 6, 4, 1, 4, 6, 5, 4, 4, 4, 2, 6, 6, 1, 2, 1, 1, 2, 1, 3) = 67
I hope I don't loose another brother in arms, but we're already dead. We fight not for ourselves but as a service to those to come. We fight for the tomorrow we will not see. Each of us will die on the battlefield but regiments that don't follow their leader die all the faster. I will trust in my leader and fight for the future.
I'll be playing a Axe and Shield Skirmisher Ranger with a hawk companion.
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Cuàn |
![Lichen Leshy](http://cdn.paizo.com/image/avatar/PZO90116-Leshy_500.jpeg)
Here is the stat setup for my character, Gara Twiceborn. The Twiceborn refers to her rebirth as an Orc. I ended up going Fighter. If only the Ranger's Wilderness Medic archetype didn't end on a spell-like ability I would have gone for that one.
EDIT: I left my bonus languages open as I had no idea what other languages would be in play.
Female Half Orc Fighter 4
N Medium Human (Human, Orc)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 armor)
hp 40 (4d10+12)
Fort +7, Ref +10, Will +2; +1 vs Fear effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee Greatsword +7 (2d6+4/19-20/x2)
Ranged Orc Hornbow (2) +10 (2d6+2/x3/80 ft)
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 15, Int 14, Wis 11, Cha 10
Base Atk +4; CMB +7; CMD 22
Skills Craft (Bowyer) +9, Intimidate +9, Perception +4, Survival +7
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Weapon Focus (Orc Hornbow)
Traits
Languages Common, Orc
SQ Armor Training +1, Bravery +1, Sacred Tattoo
Other Gear Explorer's Outfit, MW Breastplate, Ranger's Kit, Smokestick (2), Sunrod (5)
--------------------
Tracked Resources
--------------------
Arrows: 200
Whistling Arrows: 40
37 gp
"Chief, you are signing our death sentence. Those knights are on our heels and if we move towards the cliff they'll lock us in. They are faster than we are. Our best chance would be avoiding the initial charge and then drawing the attention of the armies towards the knights. We need to keep to the trees though. Their horses are worthless there." Still he didn't react. If he wasn't going to take advice from a Half Orc then why did he promote her? He herself said she was a good tactician yet didn't listen to her more than just sound advice.
Enough was enough. As the knights made their way in their direction she pulled out a whistling arrow from on of her many quivers and launched in the direction of the amassing armies. The keening noise should grab their attention. She then ran for the trees, "All who want to live, follow me. The knights will soon have more worries and we don't want to be stuck in between."
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Vinsomner |
![Magma Dragon](http://cdn.paizo.com/image/avatar/PZO9434-MagmaDragon.jpg)
@Skatalon: No worries, you still have some time today. Though I don't see a stat block, which I'll need before your application is finished!
@Seth88 & @Ierox: Still missing your application posts.
@Wulfzag: I'm also missing your application post as well.
IMPORTANT! ALL APPLICATIONS ARE DUE TODAY!
Please make sure to look over your applications and ensure they are following the rules! As when I take a look at them today, the state they are in is what I'll be considering. Also if you have any questions be sure to ask them. I'll be keeping an eye on the thread all day so I'll be pretty quick to respond.
@Cuan: That sounds good. Thank you! Also I like your post, nice work with it!