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About Crack-Jawed OttoBackstory:
The Half-elf called Otto arrived in ___ after having been freed in a Trunau raid on an orc encampment in the hills. Otto was one of several slaves freed in the raid, though as others informed the Trunauan rescuers, Otto had been kept as the personal slave of the sadistic orc shaman, who took an interest in him for some reason.
Whatever horrors Otto had witnessed or experienced in his time as the shaman's slave were a mystery-- for the half-elf was in no shape to speak of them. When rescued, he had numerous signs of physical ill-treatment, including a long cuts across his face that wept pus an blood, but more disconcerting was the fact that he couldn't speak except in a hoarse whisper. His physical injuries were tended by the Iomedans, leaving him with nasty scars across his face. The mental injuries proved more difficult. Though the priests prayed, and Agrit tried spells, and Gorkis Meeson potions, Otto remained largely unresponsive. Trunau has little use for those who cannot pull their own weight in defense of the town, but everyone was sympathetic to whatever horror he had experienced, and tried to give him time. He was not deemed to be a threat to others or himself, so Otto was left to wander, mostly, with the Iomedans corralling his at dusk. One day, he showed up at the Killin' Grounds' doorway. Rabus had just gotten in a keg of expensive dwarven ale from Janderhoff, and, feeling pity for Otto, offered him a taste The transformation was remarkable. A few swallows in, and Otto seemed more responsive, more alert, and said his first full sentence since arriving in Trunau: "Janderhoff 4690, isn't this? That was a damned good year." It's been a year since that first drink. Since then, Otto has improved considerably. He fights fiercely against the orcs whenever they come, and nobody denies his usefulness in battle... but the rest of the time, Otto is firmly entrenched in the role of the town drunk. If he's not at Rabus's tavern, he will be found sitting on the cliff edge with a bottle of something potent, watching the birds fly by. The Iomedans find Otto to be a bit of a disappointment-- or perhaps a strange rebuke of sorts, in that a vice like alcohol seemed to do what their prayers could not. They don't approve of his constant state of inebriation, and Tyari has been known to try and lecture him into clean living, or at least drinking in moderation. He has not been successful. Otto's past remains a mystery to most of Trunau. He seems to know a lot about brewing, but has never spoken of his clan or how he came to be a prisoner of the orcs. Though he fights well enough with his fauchard. Otto is viewed as a good half-elf but with a pitiable reliance on the bottle. For Otto, the truth is more complex than simple alcoholism: while alcohol does indeed help him function, it's less about getting drunk, than trying to silence the parts of his mind scarred by his time as a slave. Drinking for him doesn't feel like an escape so much as a return to home-- to the security he remembers as a child, the smell of aging hops and sour malt... the safety of family and the cameraderie of drinking together. For Otto, alcohol has come to resemble, in some ways, all that is right with the world: it requires a stable enough civilization to practice agriculture and produce the base materials for alcohol, and then also the stability of time required to brew and ferment and age liquor... A good keg of ale is more than a way to get hammered: in his mind, it represents community, safety, tradition, and fellowship. When he drinks, he feels like himself again, the way he used to be. When he has had a drink in his, Otto is cheerful, generous, and extraordinarily easy-going. When he hasn't, Otto is sour-tempered and grimly cynical. So, however much some people in town may tut about his heavy drinking, most people in Trunau prefer to be around him when he's drunk. Otto has no real 'job', but often spars in the Killin' Grounds for coin-- most of which usually flows right back into Rabus's coffers. he's perpetually broke-- what little he doesn't spend on alcohol winds up given away to anyone he thinks may need it, regardless of Otto's own financial needs. Alcohol-soused judgment is not the best for things like a long-term budget. Race:
: +2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Drill Sgt.:
Armor Training 1 and 2 - Can move full speed in any armor. Reduce armor check penalty and increase maximum dexterity bonus by 2.
Weapon Training with pole arms: At 5th level, a drill sergeant gains weapon training with one group of weapons. He doesn’t gain weapon training with other groups at later levels, though his weapon training bonus improves by 1 for every 4 levels after 5th level. This ability modifies weapon training 1. Tactician and Greater Tactician - Two times per day the drill sergeant can grant seize the moment or shake it off to all allies within 30 feet who can see or hear him for 7 rounds. Doing so is a swift action. Living Monolith:
The soul stone grants the living monolith a +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels.
A living monolith can invoke the power of his soul stone 3 times per day as a swift action, enabling him to grow in size as if using enlarge person (even if he is not a humanoid). Ka Stone (Su): A living monolith with a ka stone gains Toughness as bonus feat. In addition, when a living monolith uses his ka stone to increase his size, his base attack bonus from his living monolith class levels is equal to his living monolith level. Skills:
Acrobatics Yes Dex(6) Appraise Yes Wis(2) Bluff Yes Wis(2) Climb Yes Str(9) Diplomacy Yes Cha(-2) Disguise Yes Cha(-2) Escape Artist Yes Dex(3) Fly — Yes Dex(3) Heal — Yes Wis(2) Intimidate Yes Cha(1) Engineering Yes Int(13) History Yes Int(8) Religion Yes Int(8) Perception Yes Wis(15) Perform Yes Cha(-2) Ride — Yes Dex(3) Sense Motive Yes Wis(5) Stealth Yes Dex(-6) Survival Yes Wis(2) Swim Yes Str(6) Traits:
Ancestral Arms, Advanced Player's Guide pg. 1
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. Accelerated Drinker Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. Indominatable Will: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. Feats:
1. Exotic Weapon Proficiency(Fauchard)(Racial) You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
1. Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. 1. Stick Together When an adjacent ally with this feat moves, you can move up to your speed as an immediate action, as long as your movement ends adjacent to that ally. If you do so, you are staggered on your next turn. This movement provokes attacks of opportunity as normal. 2. Weapon Focus(Fauchard) You gain a +1 bonus on all attack rolls you make using the selected weapon. 3. Escape Route: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space. 3. Shake it Off:When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). 4. Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. 5. Broken Wing Gambit Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat. 6. Iron Will: You get a +2 bonus on all Will saving throws. 7. Weapon Versatility:When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.. 8. Improved Critical(Fauchard): When using the weapon you selected, your threat range is doubled. 9. Seize the Moment: When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent. 9. Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. 9. Toughness(Monolith Bonus) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). 10. Critical Focus; You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. Magic Items:
Waist:
Body: Full Plate +2 Chest: Swarmbane Clasp Eyes: Feet: Feather Step Slippers Hands: Head: Headband: Int +2(Engineering) Belt: Str./Con +2 Neck: Amulet +1 Ring 1: +2 Ring 2: Ring 3: Ring 4: Shield: Shoulders: Cloak +4 Weapons: Wrist: Other: Offense:
+2 Adamantium Fortuitous Fauchard +20/+15(1d10+12) 15-20 x2:Reach,Trip
Vital Strike +20(2d10+12) 15-20 x2 Enlarged +20/+15(2d8+12) 15-20 x2 Enlarged Vital Strike +20(4D8+12) 15-20 x2 Fortuitous:This special ability can be placed only on melee weapons. A fortuitous weapon grants the wielder more attacks of opportunity. Once per round, when the wielder of a fortuitous weapon hits with an attack of opportunity, he can make a second attack of opportunity with this weapon against that foe at a –5 penalty.
Consumables:
Potion:Bless Weapon(5) This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword. Potion:Fly(2) Cash:
10500 |