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As it states above, my order has been pending for a week since I moved it from my sidecart. My players are getting anxious while I am waiting on the order to clear so I can receive the PDF and begin the game. Can someone provide an ETA on the order or help push it through so I can get access to the PDF?
I am a adventure path subscriber and I read that we get the PDF of the CotCT HC Ed. if we preorder the book, just like the regular AP books. My order has been cleared for a few days, sitting in the sidecart to ship whenever Strange Aeons 3 does, but I do not yet have the PDF. Apparently a few people do, based on the thread. I am planning on running the adventure soon, so I would like to know if someone can fix the problem of the PDF not being able to download? My players are expecting to start in the next few days.
For a city that prides itself on its diversity, creative spirit, and artistry, the yoke of martial law is particularly onerous. With Barzillai Thrune’s inquisitors and dottari thugs growing increasingly aggressive in their enforcement of martial law—and his increasingly ridiculous proclamations—the undercurrent of revolution is building in the city. The Night of Ashes only delayed the inevitability of a full-scale rebellion, and the first real hint of Kintargo’s future. The atmosphere in Kintargo is tense. Numerous minor protests against Thrune have popped up, only to be quickly dispersed by dottari, Hellknights of the Rack imported from the south to aid in crowd control, or the local militia known as the Chelish Citizens’ Group. It’s been a week since Thrune seized control of the city, an word on the street is that the largest protest yet will be gathering in Aria Park, just south of the Kintargo Opera House where Barzillai Thrune has made his new home. For whatever reason, you have attended the protest to be staged in Aria Park. Even with the cobblestones of Argent Avenue and the foliage of Aria Park still wet from the morning’s light rain, dozens of Kintargans have gathered along the facade of the opera house to protest the city’s new lord-mayor, Paracount Barzillai Thrune. The city’s new leader was appointed by Her Infernal Majestrix, Queen Abrogail II, in the wake of the previous lord-mayor’s sudden flight from the city— an event that still has local rumormongers whispering furiously. In a scant seven days, Paracount Thrune has instituted martial law, a curfew, and seven outlandish and polarizing proclamations. These actions and more have called many of Kintargo’s dissatisfied citizens here on this overcast morn. There’s been no sign yet of Barzillai Thrune himself, and the opera house’s doors remain tightly
This is the placeholder post while I get the map prepared. You can RP while I tinker with it and get the thing usable. I am right assuming that people want a map to place their icons on and have a real tactical sense, yeah?
Hello hello, welcome one and all to my WotW recruitment ^_^ So what is this campaign? That's an easy question to answer: it's Way of the Wicked! But what makes it special, you ask? I'm glad you asked! The first book starts out at 10th level super gestalt! With mythic by the end of book 2! And the campaign will end at 25th level/mythic level 10! And METAL!!! Well, only if you feel like listening to metal... it's totally optional. If you don't know what Way of the Wicked is, do yourself a favor and look up the free player's guide. No more shall the villains start out as underpowered slayers of goats and other farmlife! No longer will the heroes that oppose them be bumbling oafs that seem like something out of a paladin spoof thread! No, this campaign will see light and dark clash on an epic scale. The conflict between good and evil will be put into focus and only one side will come out victorious in the end. Will you, the villain, gain your vengeance against the kingdom who branded you as 'forsaken' and condemned you for your crimes? Or will the heroes of light emerge triumphant and send your character to the Great Beyond receive their just punishment? It's all up to you and the dice! To get the immediate question out of the way, "But RVT, the interest check said that the recruitment would probably be up in a month! What's going on?". Well interest was high for the campaign and I have been wanting to see player ideas, so I am listing the guidelines that the first adventure is being playtested with. While I expect these character guidelines to hold, I make the reservation to change any aspect of the recruitment at will, for better or for worse. Just to give a full disclaimer, there are TWO slotted players. Monkeygod plans on reprising his old necromancer Veldrin and Divinitus will be using a mobile master of shadows and swordplay. I will probably select three more players for the campaign, but I MIGHT be convinced to add another if there is another that I feel MUST be included in the campaign! CHARACTER CREATION
EXPECTATIONS
FAIR WARNINGS
CHANGES TO WOTW'S LORE
2. Talingarde's patron deity is not Mitra, but a nearly identical deity of light with a thousand and one sacred names. Most in Talingarde simply know him as the Shining One or the Radiant God due to the fact that it is considered sacrilege for his name to be used in any sort of speech but the most fervent of prayer. It is said that the sun and stars are his many eyes looking down upon the mortal world vigilantly. He is an obscure deity in the rest of Golarion, nearly forgotten since the Starstone fell almost ten thousand years ago, but in Talingarde his worship is strong. 3. Corruption is not nearly as prevalent in this version of Talingarde. The people of the island have been faithful by and large over the countless millenia and the recent Markadian king's enlightened rule has seen many become content with the peace that has settled over the land. Edit: Recruitment will last as long as I feel is necessary.
Okay, so I was really drunk at a party a few hours ago and my mate pointed out this book called Mythic Monsters: Heavenly Host. Naturally, I came up with an idea! Cave lector, beware reader! This is just an idea that I had while I was really drunk. As I sober up, I might decide it was all a bad idea and just scrap it. BUT, I may also choose to make this concept into an actual campaign! This is just to gauge peoples interest in the concept if I decide to do it. The idea is Way of the Wicked as an 8th or 10th level campaign starting in book one. I read once in an early iteration of Mutants and Masterminds, not sure which one but one with a lot of d20/D&D3E analogues, that the reason supers start out at PL 10 is because the D&D equivalent in terms of power for a low-powered super is around 10th level. The PCs are not some second rate villains or rookies, they are malevolence given flesh, just under what most of us modern people would consider supervillain status, something they would quickly grow into. They will become the League of Villains from nearly the start of their career, people that their patron would honestly choose for reasons other than 'got to pick em at level one, because that is how an AP works, ya wanker'. This would help players plan a background without the annoying power limitations of having a level one character. Seriously, think about it. Instead of playing a boring old pyromaniac wizard who can create small fizzles of flame from his hands and lit a farmer's barn on fire, you can be the sort of person who burnt an entire village to ashes with a series of fireballs in a fit of pique because of whatever reason. You weren't caught because you were some scrub who was bloody incompetent, you were caught simply because you are in a nation of heroes who stand against evil people like you. The campaign would follow the basic plot but would be significantly harder and higher powered. For example, instead of a prison break from a dingy, half-empty slum of a prison staffed by nincompoops it would be a prison break from a place deserving of the reputation of an 'unbreakable prison', complete with well-armed guards, magic users, packs of trained blink hounds, and an abundance of magical sensors and traps... which you have to figure out how to get past while devoid of most gear! There would probably be mythic by the end of book two and the campaign may go to 25/10 as a level cap but I haven't worked that out yet. As well, there would probably be a semi-gestalt system such as the one that I feature in my Hell's Rebels campaign, although I MIGHT go full gestalt. Not too sure on that because I may just make it a regular gestalt. Not even going into tristalt zone, because I'm not quite THAT crazy. Yes, foes would be significantly more challenging. Talingarde is a nation of HEROES after all. They have succeeded in wiping out most remnants of evil in their rather spacious nation, so shouldn't the statblocks reflect as much? It fits the PBP format better anyway, because higher levels means shorter combat and shorter, more vicious combat allows the narrative to flow at a better rate.
Well, I finally made it back to running a campaign after, I think, almost a year and a half and what better way to return than to do the awesome new Hell's Rebels AP, with its delightful plot and urban nature? ^_^ Now, since this campaign HAS a player's guide, I don't really feel the need to put a campaign synopsis, as the HRPG has all those nice bits of fluff and PC-friendly details that you will need. If you have yet to download it and see what the AP is about without getting spoilers, follow this link to the official download page, courtesy of the wonderful people at Paizo! CHARACTER CREATION
EXPECTATIONS
This is the dummy recruitment thread for WotW so future recruitments do not ask 'is this a recruitment for: wotw'! Also, character creation guidelines are below! Even though you've all been selected already, here's dem rules! ^_^ CHARACTER CREATION Level: Gestalt 1 Ability Scores: Pick one stat that starts as 18 before modifiers, another stat which is 08 before modifiers, then you gain 18 points to distribute, from 10 base, on a 1-1 basis (It takes 8 points to max out a stat, for example,). No stat may be higher than 18 or lower than 08 before racial mods. Races: Any, 3PP subject to GM approval Classes: Any, 3PP subject to GM approval Skill Points: +2 at 1st level, one of which must be spent on a Craft,
Feats: 2 bonus feats at 1st level 2 campaign traits, plus a crime trait from the WotW player's guide, may take an additional trait in exchange for also taking a drawback Starting Gold: 1,000 GP in gear, which is currently confiscated at Branderscar If there are any questions, or anything that I may have forgotten to mention, feel free to ask! Happy character building! ^_^ Once everyone has finished and posted in discussion and dotted the gameplay thread, the campaign will begin!
This is a recruitment thread for a rather interesting Carrion Crown campaign, which I cannot take sole credit for on the unique concept. Basically, it's an expanded Carrion Crown campaign with extra content scavenged from Pathinder books set in Ustalav and the PCs may play as monsters, if they so desire. Does the last bit sound odd? I would note that Rudolph Van Richten, of the amazing Ravenloft setting, had several contacts that were monsters and several allies that were more and less than human. Without further ado, let's get to the character creation guidelines! CHARACTER CREATION (Thanks to Princey for the basic recruitment template! :3) Starting Level: 1 Pseudo-Gestalt: Pick two classes. Your character will gain ALL of the class abilities from each class at the appropriate level and your character will have access to all skills on BOTH skill lists as class skills. Upon character creation, pick one of the two classes... this class will be the one which you recieve HD size, BAB, saves, ect. from. Obviously, we don't want any god-modding in a horror campaign, but I DO think giving everyone more leeway in designing their character is appropriate and a few more options won't utterly break a character. Allowable Races: Any, including monster races. What do I mean by that? I mean races only in a bestiary or monster entry. I will work with people on establishing how each will work as far as turning it into a class or scaling template, should I choose to allow it. I, of course, reserve the right to turn down overly ridiculous or otherwise unacceptable ideas. CLASSES, EQUIPMENT, SKILL LIST, ECT: Any official Pathfinder and I am willing to entertain 3PP material. I will likely add a few books on Google Docs later for perusal. Templates: I will allow templates, which will be discussed on a case-by-case basis, if interest is shown. Point Buy: 22 from a baseline of 10, on a 1-for-1 ratio as opposed to a scaling one, and you may reduce each score by up to 2 points from any given score to gain a like amount of points to spend on another. No score should be above 18 before racial modifiers, nor below 08. HP: Max HP per HD. I don't want people to squish too easily, nor do I want poor rolls at level-up to completely ruin a character concept. Skills: To reflect the various skills a real person would have, you gain an extra 2 skill points each level, including 1st level. Starting Cash: 1,000 GP Traits: Two, one of which must be a campaign trait listed in the Carrion Crown Player's Guide. Drawback: Players may take a drawback to gain access to a 3rd trait if desired. Story Feats: Yes, you may take Story Feats, but you MUST run them by me so I can decide how they can fit into the campaign! No ifs, ands, or buts about it! Don’t worry though, I allow quite a wide latitude of acceptable concepts. Alignment: Any, but you must, I repeat MUST, be a team player. If you are not, you will be booted after your character dies in some horrible manner I engineer. This doesn't mean that I am opposed to some inter-party tension, but it must all be IC (And harmless... no duels!) and never OOC. If anyone has any questions, feel free to ask them... if you dare! >:)
Long-time fans of horror, rejoice! I have finally decided to run a supernatural modern horror campaign! The basic premise is that all the characters have attracted the attention of some dark, terrifying force, which draws them into a hellish alternate reality much like Silent Hill. The campaign draws heavily on inspiration from Silent Hill, Hellraiser, old horror movies, and the upcoming The Evil Within game, so expect heavy psychological and body horror. The campaign will have characters shifting from the campaign world to the 'hell dimension', so expect to spend time in both. Time is not congruent in these two dimensions, so expect various distortions in time and perception of it when being shifted between the two. This campaign is extremely deadly, with most regular foes encounters being ECL+2 at least and with bosses skyrocketing up to ECL+7, something normally not possible. It is not impossible, however, for I have set the encounters up to allow characters to use the environment and the creature weaknesses to their advantage (I playtested it, so I know it is possible to win!). The victories will be VERY hard-won, but very rewarding as well! Characters will start out living their daily lives, so do not automatically assume they are in the other dimension... no in media res here! Please note this is a VERY mature game and there will be graphic depictions of torture, gore, and various unpleasant things, so if you are squeamish you may need to look elsewhere for a game! As it stands, I will have to spoiler some of the worst parts of the campaign to conform to messageboard standards... it's that brutal of a campaign! You must make a list of NPCs important to your character, anywhere from 3-9, and you need to list, via a PM to me, which ones are disposable. There must be at least ONE that is disposable! Backstory is what you will be selected on, so make it good! There will be 4 characters selected, possibly 5. One of these character slots has already been taken up by The Silver Prince, so there are 3-4 more slots left. CHARACTER CREATION (Thanks to Princey for the basic recruitment template! :3) Starting Level: 1 Epic 4: Once characters reach 4th level, they no longer gain HP/HD, but still gain every other benefit of leveling up and each level requires the same amount of EXP to level up as 4th did. Sanity Points: You gain an amount of these equal to your WIS score. If you run out, you develop a mental illness of some sort, which could be either mild and barely perceptible or severe and debilitating. Allowable Races: Human Only CLASSES, EQUIPMENT, SKILL LIST, ECT: Listed here under Modern Adventures and the 6 Anachronistic Adventurer files. My only rule is that the Investigator class in the Modern Adventures book be renames as 'Detective', to avoid class confusion. Point Buy: 20 from a baseline of 10, on a 1-for-1 ratio as opposed to a scaling one, and you may reduce each score by up to 2 points from any given score to gain a like amount of points to spend on another. No score should be above 18 before the human bonus, not below 08. HP: Max HP per HD. Skills: To reflect the various skills most modern people have, you will receive 2 extra skill points per level. Starting Cash: $2,000, which should preferably be split into equipment. Traits: 2 Drawback: Players may take a drawback to gain access to a 3rd trait if desired. Story Feats: Yes, you may take Story Feats, but you MUST run them by me so I can decide how they can fit into the campaign! No ifs, ands, or buts about it! Don’t worry though, I allow quite a wide latitude of acceptable concepts. Alignment: There will not be alignments in this campaign... the bad guys are evil and everyone else is various shades of grey, just like real life. Criticals: There will be a variant of exploding criticals used here with firearms, since ammo is scarce. If you threaten a critical hit, you automatically deal maximum normal damage. If you confirm, you deal that damage multiplied by the critical multiplier. Also if you roll a perfect critical to confirm, you deal extra weapon damage, unmultiplied and, if you roll max on damage, you roll weapon damage again, up to seven times if you get so lucky. Please note that most enemies have DR, Fast Healing, or Regeneration and, as such, so this is not game breaking. In fact, most bosses can only be staggered by being reduced to negative HP and must be killed in a unique manner. If enemies crit characters, it follows the same rules, sans the maximizing and repeating, but characters also have to roll for an injury, which I have lists for based on injury types (Burning, bludgeoning, ect.,). If anyone has any questions, feel free to ask them... if you dare! >:)
This is a thread to gauge interest in a brutal survival horror campaign with a decidedly supernatural bent. The premise is sort of like Silent Hill, Hellraiser, or, presumably, The Evil Within, with multiple characters drawn into a twisted, hellish reflection of the real world where they must struggle against nearly impossible odds to survive the horrific beings that inhabit the dark dimension. Each enemy could be at least ECL+3 unless there is a horde of weaker enemies, and nearly every encounter would need to be handled intelligently. Available classes will all be modern and will be posted if enough interest is shown.
Hello, hello! I have decided to open another campaign and, since Razor Coast seemed to be a popular option in TSP’s thread, have decided to run a Razor Coast campaign! It will, of course, be a sandbox but with the understanding that key points in the story WILL be required. But enough gabbing about these things, let’s get to what you’ve all been waiting for: character creation guidelines! CHARACTER CREATION (Thanks to Princey for the basic recruitment template! :3) Starting Level: 4. Gestalt Campaign Allowable Races: Any official Pathfinder Races, 3PP subject to approval.
Allowable Classes: Any official Pathfinder, 3PP subject to approval. I have never turned down a class, so expect it to be allowed unless it is the most horribly broken class ever or something! I will only allow one high sci-fi class, if any, and you MUST work with me on a backstory for your character, so consider yourselves warned! Other Allowable Material: Any official Pathfinder, 3PP subject to approval. Point Buy: 24 from a baseline of 10, on a 1-for-1 ratio as opposed to a scaling one, and you may reduce each score by up to 2 points from any given score to gain a like amount of points to spend on another. Obviously no stat should be above 18 or below 08 before racial modifiers. And please note if you play a character with low INT or CHA you will need to roleplay it effectively, so any Orc Barbarian/Warriors with a 6 INT and an 8 CHA, please be aware your speech will likely be along the lines of “You make Krug angry. Krug no like you! KRUG SMASH!” And for the love of all that is holy, please do not envision a character with 8 in all physical scores as being a beefcake… TSP and I had a cleric like that once that made his character look like Broly from DBZ and I was like ‘Really? Could you break the suspension of belief anymore man?’ HP: Max HP per HD. Skills: In addition to the higher of the two skill points per level, add ½ the other skill points per level (Minus the +INT mod on this numerical value obviously). Starting Gold: 6,000 GP + max class starting GP for both classes. Currency is weightless, but items that are effectively currency such as paintings, are not. Yes, you will all have above average wealth, but you will also be required to pay upkeep on lodgings and such, not to mention that you will need extra GP if someone chooses to invest in a ship and everyone wants to mod it up! Traits: 1, plus a (Razor Coast, Freeport, or Skull and Shackles-exclusive trait). Drawback: Players may take a drawback to gain access to a 3rd trait if desired. Story Feats: Yes, you may take Story Feats, but you MUST run them by me so I can decide how they can fit into the campaign! No ifs, ands, or buts about it! Don’t worry though, I allow quite a wide latitude of acceptable concepts. Alignment: Any, but remember the golden rule of gaming: be a team player! If you’re a loner, walk-away-from-the-party type character, please apply elsewhere. Item Creation *SPECIAL*: You may use Spellcraft checks to break down magic items into Arcanis Residuum. Once you do so, you will gain an amount of AR equal to what percentage you rolled of the check, maximum 100%, which is used like GP to craft magic items. This dust is essentially weightless, much like currency. The process takes 1 minute per CL required to create the item, +1 minute per difference in the CL required to create the item and your own CL. Residuum also reduces the amount of time in crafting magic items to one hour per CL required or 1/3 base crafting time, whichever is the lesser value, assuming the item to be enchanted already exists and simply awaits the magic required to enchant it. The campaign will NOT start in media res but will begin with each character alone in Port Shaw going about their business (Assuming certain characters do not begin with intertwining backstories!). After a bit of time for everyone to get a feel for the setting, players will receive a letter which will eventually bring the group together for the opening mission. EDIT: The Razor Coast campaign setting has some fairly dark moments and some sexual content as well, so I am letting everyone know it is a much more mature campaign. And no, I see no point in 'PGing' the campaign, but the worst of the material will be spoilered under MATURE spoiler tabs. More details to come later! :)
Hey, I'm having a bit of a problem. I'm an AP subscriber and my books have not come in, so I checked over a week ago and it showed that the payment method was declined because I switched cards. Well, I changed it to the new one and tried again. Still declined and when I looked in my payment methods, it was empty. I tried creating a new one, but it vanished once I created it, so it's still showing zero payment methods. I'm getting frustrated because I want the rest of the Mummy's Mask AP and want the new Iron Gods AP to get here on time. I've placed over 100 orders over the years and hope this problem could be fixed, because I would rather purchase directly from the company than have to shop at a bookstore a month or two after release. Any assistance you can offer would be vastly appreciated. And I apologize if I sound somewhat... miffed, because that is not my intention. I just want to hurry up and get this subscription back on the roll. I don't know if it will help in diagnosing the issue with my account, but when I went to 'change payment method' on the order and subscription, there were three buttons in the box: cancel, select, and another cancel... with no other text. PLEAZE HELPZ A DAMSEL IN DISTRESS!
Hello, hello! My name is Red Velvet Tiger and I bring to you the macabre campaign world of Grimm Tales! Have you ever looked at a fairytale and thought 'that ending was too happy'? If you have, then chances are you were correct! The original fairytales were dark and twisted, often with enough gore to shame grindhouse horror movies. This is the type of campaign world Grimm Tales is set in: a dark, mysterious land of wonder, madness, horror, and despair. Like all good fairytales, victories are won through well-thought out strategies and out-of-the-box thinking rather than murderhobo hack'n'slash, puzzles and riddles abound, and being a hero means being able to make sacrifices, the cost of which may be too high to bear. Still interested? Read my character creation guidelines below and create a character... if you dare. CHARACTER CREATION GUIDELINES
BACKGROUND FLUFF IS A NECESSITY! If you have any questions, feel free to ask.
First of all, hello hello to all who come to this thread. Yes, that is a British accent online! ^_^ Now, to the nitty gritty as it were! CAMPAIGN SYNOPSIS
CHARACTER CREATION
WHAT I WOULD LIKE TO SEE
As a note, there will be NO antisocial murderhobos allowed! I have one question for everyone. Vote if you would like for all damage, both PC and NPC/monster damage, to be multiplied to speed the game along. If anyone has any questions, feel free to ask them and I will get back to you shortly! ^_^
First of all, let me introduce myself. I'm a young (-ish) veteran of Tabletop RPGS, though a relative newbie to Paizo. I have played Pathdinder almost since it's inception and absolutely LOVE it! As a break from standard 'GM puts forward idea, those interested apply', I will be putting a list of campaign ideas I have been thinking up (Or borrowed and modified from my friend, TheSilverPrince!), wherein players can vote on a specific campaign. The ideas are as follows. 1. Echoes of the Sephira- An idea originally thought up by my friend, TSP, this campaign would be an epic gestalt campaign where players create fledgling demigods (Quasi-gods?) and journey across the planes as their powers bloom. Eventually, players will take the roles of full-on deities. List of special rules: mythic, legendary levels (Little Red Goblin Games Pathfinder version of epic levels done right!), gestalt (Secondary class is one of the Godling classes from Rogue Genius Games!), and once players become full deities, divinity rules (Mix of LRGG and old 3.X deity rules,). 2. Sailors of the Starlit Sea- A technomagical space campaign. Need any more explanation? ^_^ 3. Zombie apocalypse campaign. Unique class system. Currently undecided on some specifics of the setting, but will likely see what the varying interests point to as the logical choice. 4. Modern Arcana Reboot- Old 3.X Modern Arcana setting, Pathdinder style, updated to match the current world. 5. Some form of Gothic Horror campaign setting very similar to Ravenloft. Specifics to be clarified if interest is voiced. 6. Put forth some suggestions! I would be happy to entertain certain ideas. I will leave voting open for one week and allow vote changing in the event of someone putting forth a great campaign idea. If anyone needs any of these campaign settings elaborated on, I would be happy to help! ^_^
Here is my submission: Avast: Agast Grogh
Male half-orc warpriest of Gorum 1 (Pathfinder RPG Advanced Class Guide 60) CN Medium humanoid (human, orc) Init +5; Senses darkvision 60 ft.; Perception +1 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield) hp 11 (1d8+3) Fort +4 (+5 circumstance bonus vs. cold weather), Ref +1, Will +3 Defensive Abilities orc ferocity -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee battleaxe +4 (1d8+3/×3) or . . dagger +3 (1d4+3/19-20) or . . dagger +3 (1d4+3/19-20) or . . heavy mace +3 (1d8+3) Ranged sling +1 (1d4+3) Special Attacks blessings 3/day, sacred weapon (1d6, 0) Warpriest Spells Prepared (CL 1st; concentration +2) . . 1st—bless, cure light wounds . . 0 (at will)—detect magic, purify food and drink (DC 11), read magic -------------------- Statistics -------------------- Str 17, Dex 13, Con 14, Int 12, Wis 12, Cha 11 Base Atk +0; CMB +3; CMD 14 Feats Improved Initiative, Weapon Focus (battleaxe) Traits armor expert, orphaned by giants Skills Acrobatics -2 (-6 to jump), Heal +5, Intimidate +2, Knowledge (arcana) +2, Knowledge (religion) +5; Racial Modifiers +2 Intimidate Languages Common, Giant, Orc SQ blessings (glory: demoralizing glory, glorious presence, strength: stength of will, strength surge), orc blood Combat Gear holy weapon balm; Other Gear studded leather, light steel shield, battleaxe, dagger, dagger, heavy mace, sling, sling bullets (30), backpack, bedroll, belt pouch, chalk, cold weather outfit, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Gorum, 40 gp, 6 sp, 9 cp -------------------- Special Abilities -------------------- Armor Expert -1 Armor check penalty. Blessings (3/day) (Su) Pool of power used to activate Blessing abilities. Cold weather outfit +5 Fort save vs. cold weather. Darkvision (60 feet) You can see in the dark (black and white vision only). Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Orphaned by Giants +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants. Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers. -------------------- Product of an orc raiding party into a human enclave, Agust was teased and bullied by the human children around him. As he grew in age and size, he became feared by those around him, so he left his home and traveled to Trunau, where he found work as an apprentice blacksmith, specializing in armour and weapons. Reaching the age of 17, he readies himself to go out into the mountains and test his skills fighting against the giants that have caused his misery. |