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Okay, so now my shipment is just listing as pending. I saw nothing authorizing payment, and my account is just sitting. What do I need to do to get this actually shipped? I have to admit, I'm getting a bit frustrated, as this is the fourth delay to this stuff I've had. I know you guys are understaffed and working hard, so please let me know what it is that I need to do to get the payment cleared and this stuff shipped. ![]()
I'm sorry, I'm easily confused. My order for the class decks still shows pending and now the add-on deck and all the promo cards are in my sidecart. When/how do I get these items to ship? I'd obviously like to have them come to me as soon as there's product in the warehouse to support it, and I'm worried they'll all be holding up on my next subscription shipment...Thanks in advance for all your hard work and patience! ![]()
Hey, I was charged for this order back on the 4th of August, and with the recent hiccups in shipping and ordering, I'd like very much to make sure I haven't paid for something I'm going to actually have shipped. Or be charged again when it does ship. Thank you for your time and all the hard work you guys do! ![]()
I was wondering: I purchased the PACG class decks online here. I'm a subscriber for PACG, and noticed two things. First, my order still says pending since yesterday, and I'm not sure if that was normal or not. Second, I didn't receive my subscription discount, which I thought was supposed to happen. Do I need to do anything to get that discount, and when should I normally expect a pending order to complete and ship? Thanks so much for all the hard work you all do feeding my PACG addiction!
About Hozs FerrymanFeats
New PATHFINDER Skills
Spoiler:
Handle Animal 5 1+3+1 Knowledge (nature)2 1+3-2 Survival 9 1+3+5 Profession ferryman Saves
Combat
Class Features Spoiler:
Animal companion (Lil’ Mis Squeeker)
Spells
Gear Spoiler:
80 starting gold 15 Hide armor Darkwood Quarter staff Javelin of Electric- [spoiler]appears to be a scorched piece of darkwood, possibly struck by lightning, that has been fashioned into a javelin (+1 javelin that when thrown becomes a bolt of electrical energy for the first 30' of it's path before returning to javelin form to complete it's path. It is treated as a 2d6 lightning bolt for the first 30' of travel, then as a +1 javelin of electric (+1 shock damage) for the remainder of it's flight.) 50 gp worth ‘scroll’ materials (awaiting xp :) (now 38)
Scrolls Spoiler:
Calm Animals Calm Animals Magic Fang Magic Fang Magic Fang Cure Light Wounds Cure Light Wounds Cure Light Wounds Cure Light Wounds Cure Light Wounds Experience Spoiler:
+100 +125 +275 -1 (scroll) -12 (scrolls) +200 Backstory Hozs is the second son of a second son, and that makes him special. Actually what makes him special is that the second son married his second cousin. Not a lot of people in a small place like Falcon’s Hollow. The gene pool—or the breeding stock to put it into terms Hozs understands—is not very deep. Spoiler:
This does not matter to Hozs, he has a decent job, running the horses for his dad’s ferry, and on the logging trails when the rivers are in low flow. What matters to Hozs is the horses, and the deer, and all the other fauna of the Hollow. He talks to them, and though his family does not understand (or even believe) it, they allow that this gift does indeed make Hozs special. Hozs long ago gave up telling his family about the animal conversations. Even if they had believed him they had no interest in which grass was greener, which moose where rutting, or why the mice were really willing to make a nest near the larder even though Miss Kitty One Eye and his three litter mates lived there (Hozs had never heard of a cliché, but assumed it must the be the cheese with all the holes in it, since that is why they stayed). Though they always said they believed him, Hozs knew his family did not and he stopped trying to explain the things the animals said and never told them when he began carving these ‘animal secrets’ onto sticks, leaves and such. He certainly never told them about the large rat with the scabby face and a tail twice as thick and half as short as it should have been. He never told them about that it walked out of the forest one day—upright and carrying a stick. But he became friends with the rat, who told him he once lived in cloister and who learned many secrets from his masters as they studied for hours upon hours. The masters thought it was cute that the rat would imitate them, but eventually lost interest in the intelligent creature focusing more and more on their studies. Eventually, the rat said, he had to find his own way and left the obsessive cloister to live among the other animals of the forest. “You Hozs, are the most interesting animal I have met in this forest and for that I shall share my secrets,” said the rat. Of course without the gift of Hozs’ it sounded like ‘Squeekity squeek, squeek. Squeek squeek squeekity.’ For this reason Hozs calls the rat Miss Squeeker. Through Miss Squeeker, Hozs discovered other gifts. He is strong and fast with the fist and with the staff (Miss Stick). His Ki is healthy and he can project it outward to help others in need. Description
Spoiler:
Whenever Hozs enters a room the smell of hay follows shortly thereafter. His clothing is fairly simple, working gear mostly, including heavy leather gloves. In his many pockets, Hozs carries sticks, leaves and sometimes rocks that he has carved with symbols of a language taught to him by the animals of the forest. Because of this he sometimes sounds as if wind is blowing through the leaves when he moves. This is most prominent when he laughs. Hozs squeaky laugh sounds like two branches rubbing together and he tends to shake a lot. A large rat often accompanies Hosz. It has a scaly face like a grey lizard, and a short but thick tail.
Miss Squeeker
Spoiler:
Small animal HD: 1d8 Hp: 5 Initiative: +3 Speed: 40 feet, climb 20 Armor Class: 15, touch 14, flat footed 12 Base attack: bite +4 (1d4 + disease) Special attacks disease (fort dc 11: 1D3 dex and 1d3 con) Saves: F +3, R +5, W+3 S10 D17 C12 I1 W12 H4 Feats alertness, weapon finesse Tricks: perform, down, fetch, stay |