Irabeth Tirabade

Grelthe's page

780 posts. Alias of Khouri P..


Full Name

Grelthe

Race

Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/-

Classes/Levels

CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Gender

Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 --

Size

6'2"

Age

30-35ish

Alignment

LG

Deity

Kurgess

Location

Ironbound Isles

Languages

Common, Skald, Orcish

Occupation

Sailor

Strength 19
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 10
Charisma 18

About Grelthe

TEMPORARY NEGATIVE LEVELS
-2 ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks
-10 hp

"The temple is below the Corrupted Jackal, past the Fallen Warden and hidden from my children."

Regular Stats:
| HP*:61/61 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:19/19 | Lay on Hands: 8/8

Under Inspired Rage Stats:
| HP*:69/69 | DR 5/evil | AC*:26/12/- CMD*:24/- | Saves: F13*/R8/W12* +2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:19/19 | Lay on Hands: 8/8

.

CHARACTER DESCRIPTION
Appearance/Personality:
She is a towering but incredibly affable half-orc with a shock of firey red hair, and facial features that lean more toward her human side. She's clad in scratched & dented full plate of surprising quality, wearing a simple but stout gold chain around her throat.
She uses her voice both offensively to strengthen & inspire her allies, and defensively to demoralize & taunt her enemies.

History/Background:
Grelthe wasn’t so much raised as left to fend for herself, she has no memory of her parents and moved around wherever she could find scraps and work, turning to some pretty desperate acts before she was captured by Ulfen and sold as a Thrall-slave on a ship. It had been the best thing to ever happen to her. Not only was she able to learn practical skills that would serve her throughout her later life, but she was also met a druid of Desna, which led to her current faith. She learned many of the local folksongs and sea shanteys from her travels, which Ulfen sailors often appreciated having a skald along to sing away the mists on the morning of a momentous raid. Once she had worked off her servitude, she was free to leave the country, but she had nowhere else to go and the Ironbound Isles had felt like home.

As a free woman she made her way to the capital city of Halgrim, where those of her kind were more than tolerated, but (so she heard) treated as equals. After a series of small adventures through the area, she was pleasantly surprised to be summoned to the unconventional woman-King White Estrid’s palace. The King was pleased with her report, and throughout the next few years slowly earned the trust of the King. The quests from the King started small and ordinary, but grew to include secret missions, and eventually become a trusted member of the King’s court. Estrid found her unique combination of affable confidence and brute strength a winning combination; if Grelthe couldn’t talk her way out of a situation (which happened more often than not), she could definitely fight her way out alone if needed or lead a small warband to victory. Since Grelthe never had a formal education, Estrid also made sure she had access to whatever learning she required, in order to serve her King more effectively. That said, a sailor was a sailor and she couldn’t sit still for too long on dry land, so Grelthe took every opportunity allowed to continue her travels upon the sea. As her wanderlust grew, and local people started to take note of her position with the King, White Estrid sent her on more foreign quests.

Recently, she has ended up in the Shackles to attend the Carnival of Kurgess on Widowmaker Isle, which is held every two years. While she waits for a ship to her destination, she is content to find local adventures in a new environment for now. (Perhaps she is actually here on a mission from her King? If so, she’s not telling.) The sea would still be there, waiting for her, when she is ready to return.

Why is she specifically seeking out Rappan Athuk? She has heard it is a source of great evil, and as a Paladin, feels it is her duty to stomp out evil wherever she finds it, as best she can, regardless of the personal risk involved.

The holy tactician inspires her allies on the field of battle. Her place is at their side against overwhelming odds, and her guidance brings out their true potential.
The battle scion possesses a unique mixture of courtly grace alongside martial and magical prowess. She is a warrior-poet, as skilled with her words as she is with blades.

Religion:
A Paladin of Kurgess, she generally travels between sporting events, fairs, and tournaments (think Scottish Highland Games). Followers of Kurgess carry with them small, brightly-colored portable shrines in the form of puppet theaters or wooden podiums, usually with a place for depositing donations. While at these competitions, priests treat sports injuries, and make sure that events are run as cleanly as possible. They also provide minor healing to adventurers for free, providing they regale them with stories of their brave and just accomplishments, or beat them in a test of strength.

Paladin Code
Paladins of Kurgess are jovial in nature but firm in conviction, and brook no cheaters or liars among their ranks. Their tenants include the following affirmations.
- Fairness and good sportsmanship are testaments to one’s virtue. I must set the finest example of what it means to be sporting and noble in challenges of strength and honor.
- A challenge that is won unfairly is not a challenge won. I am no cheat, and I will lose any contest of brawn, honor, or mettle rather than resort to knavery or trickery.
- Frauds have no place among true competitors. In contests of import and high-stakes trials, I will unrelentingly reveal the untruthful and deliver them to their proper justice.
- Winning and losing are two sides of the same coin, and both are worthy of acknowledgment. I treat champions with respect, but honor losers for their courage and willingness to challenge themselves.
- I respectfully seek tutelage from my betters, give honest guidance to the less accomplished, and cherish most of all my friendships with rivals whose skill matches my own.
- Every day is a contest to better oneself, and every deed undertaken is an opportunity to condition my allies and myself for the trials ahead.

Sample of Writing Style:
It has been a good day, Grelthe thought as drowned the last of her ale. Got to have a fight, defend some innocents… well, mostly innocent anyway; she grinned at the memory of the surprised look on the lovers faces when she jumped through the hedge to charge a boar they hadn’t seen. She chuckled a bit to herself and looked around the tavern, to see if there was anyone worth challenging to a friendly feat of strength - not only did her God encourage it, but she thought it was damn fun as well. Her eyes passed over a table of drunken town guards - no, too easy - and alighted on a group of adventurers who just entered - perfect. She ordered a round of drinks from the bartender and boldly strode over to introduce herself and offer a friendly arm wrestle to their beefiest companion. Maybe she’d make some local friends tonight, too. Yes, a good day indeed.

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Weapon and Armor Proficiency - all simple and martial weapons, all armors (see below), and with shields (except tower shields).
A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.

STAT BLOCK:
Female Half-Orc Holy Tactician Paladin of Kurgess 8//Gestalt Battle Scion Skald 4
LG Medium humanoid (half-orc)
Initiative +7 (Improved Initiative, Ioun stone)
Senses: Perception +6, Darkvision 60ft.

Defensive stats & abilities:
AC 27, touch 13, flat-footed 25 (+9 armor, +2 shield, +1 ring of deflection)
hp 61 (8d10+16) DR 5/evil
Fort +12*, Ref +8, Will +10* (+2 Will when Raging)
CMD 23 (FF 21)
Fire Resistance 4
Orc Ferocity (Racial) get 1 more turn as disabled if brought to 0 or negative hp
Hard to Kill (Trait) stabilizing check penalty ½ negative hp
Divine Grace (Paladin) add Charisma bonus on all Saving Throws.
Favored Class Bonus (level 1,3,5,7): Fire Resistance
Inspire Rage (Raging Song): +2 to STR (= +2 Will Saves, -1 AC, +1 CMD) (19/day)
Mantle of Faith: DR 5/evil
Uncanny Dodge: Can no longer be caught flat-footed or denied DEX bonus

TEMPORARY: +2 first fear save of the day (War Prayers)

Healing:
Lay on Hands - touch, standard action, 8/day, 4d6 healed
Channel Energy - 30ft burst, standard action (no AoO), uses 2 Lay on Hands, 4d6 healed
Cure Light Wounds Wand (38 charges) - touch, standard action (no AoO), 1d8+1 healed
Mercies - Shaken & Diseased (use w/ lay on hands)

Offensive stats & abilities:
Speed 20 ft. in armor
Base Atk +8/+3; CMB +11*
Melee: +1 Morningstar B/P (1-h), +13* on attack rolls (1d8+6*) B&P
+1 Morningstar (2-h), +13* on attack rolls (1d8+8*) B&P
+1 Keen Longsword S (1-h), +13* on attack rolls (1d8+6*/17-20)
Mwk Cold Iron Flail B (1-h), +13* on attack rolls (1d8+5*/19-20) B
Ranged: 2 Cold Iron Javelins w/ Ammentum (range 50ft), +10 on attack rolls (1d6+5*/x3)
Special Attacks: Weal’s Champion 3/day lasts 4 rounds, Channel Energy (4d6 damage)

Overprotective (Drawback) –2 penalty on attack rolls & skill checks if >10 ft away from fallen ally.
Power Attack (Feat): -2 to hit, +4 on damage (or +6 if 2-handed)
Inspire Rage (Raging Song): +2 to STR (= +1 to melee attacks/damage, CMB) (19/day)
Precise Strike (raging teamwork feat): +1d6 damage when flanking
Weal’s Champion (modified Smite Evil attack; 3/day, lasts 4 rounds) swift action, +CHA to hit, 1/2 level to damage.

Spells:
Paladin Spell-Like Abilities
At will—detect evil

Paladin Spells (CL 5th; concentration +9; DC14+sp)
Level 1— Bless Weapon, Lesser Restoration
(other good choices to prepare: Protection from Evil, Veil of Positive Energy)
Spells/day = 1+1 = 2
Level 2— Protection from Evil communal (x2)
(other good choices to prepare: Blade Tutor's Spirit, Bull's Strength, Divine Arrow, Righteous Blood, Righteous Vigor)
Spells/day = 1+1 = 2

Skald Spells (CL 4th; concentration +8; DC14+sp)
Level 0— at will (Cantrips)
Spells known = Dancing Light, Know Direction, Lullaby, Read Magic, Spark, & Unwitting Ally
Level 1— Spells/day = 3+1 = 4
Spells known = Feather Fall, Moment of Greatness, Saving Finale, Sleep
Level 2— Spells/day = 1+1 = 2
Spells known = Pugwampi's Grace, Versatile Weapon

Scrolls (Level 1): Ghostbane Dirge, Solid Note, Lesser Restoration (x4)
Wands (see equipment)
Wand of Cure Light Wounds
Wand of Protection from Evil

Feats/Traits:
Feats:
Scribe Scroll
Extra Performance (class bonus) You can use bardic performance for 6 additional rounds per day.
Improved Initiative (combat) +4 initiative
Lookout* (Combat) Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Outflank* (bonus teamwork feat) Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Power Attack (combat) You can choose to take a –2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack using both hands. You must choose to use this feat before making an attack roll, and its effects last until your next turn.
Precise Strike* (combat; rage power) Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Punch Through* (bonus teamwork feat) As a full-round action, you may make a single attack against a target. If the attack hits and deals damage to the target, all of your allies with this feat ignore up to 5 points of damage reduction against the same target for 1 round. This feat does not apply to damage reduction without a type (such as DR 10/—).
(*=teamwork feat)

Traits:
Defensive Strategist (Religion) You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
Hard to Kill (Combat) When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.
Overprotective (Drawback) If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Other Abilities:
Racial Abilities:
Intimidating (skill) +2 to intimidate checks
Orc Ferocity (combat/dying effect) Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Darkvision (senses) see in the dark 60ft in black & white
City-Raised (skills) City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
Favored Class Bonuses:
Human Paladin - Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10). (taken 3x)
Half-Orc Skald - Increase the skald’s total number of raging song rounds per day by 1. (taken 2x)

Holy tactician Paladin Class Abilities:
Aura of Good (Ex) The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Spell-like Ability; at-will) A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. (same rules as spell)
Weal’s Champion (modified Smite Evil attack; 3/day, lasts 4 rounds) Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.
At 4th level, and every three levels thereafter, the holy tactician may use weal’s champion one additional time per day (to a maximum of seven times per day at 19th level).
Divine Grace (Saving Throws) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands (Heal; 8/day, 4d6) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Tactical Acumen (Ex) (bonus teamwork feats) At 3rd level, a holy tactician gains a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. She gains an additional bonus feat for every four levels attained after 3rd, to a maximum of five bonus feats at 19th level.
Battlefield Presence (Combat) At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action.
Mercy - Shaken & Diseased (Heal) At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Channel positive Energy (Heal/Combat; 4d6) When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Guide the Battle (Ex) (combat) At 8th level, the paladin can direct her allies into an advantageous position once per round as a move action. Each ally (if physically able to) can move 5 feet without expending an action. This movement does not provoke attacks of opportunity. The allies must be able to see or hear the paladin in order to make this movement and cannot be flat-footed. At 15th level, her allies can make this 5-foot move and ignore difficult terrain.
(All other abilities not marked are (Su))

Battle Scion Skald Class Abilities
Courtly Presence (skills) At 1st level, a battle scion’s bearing radiates command and presence, allowing her to tower over her opponents in social situations. The battle scion adds 1/2 her character level to Intimidate checks, and she starts any verbal duel with an extra edge that she can use for the presence tactic so long as she is not at a significant or extreme disadvantage in the duel. However, her bardic knowledge ability applies to only Knowledge (geography), Knowledge (history), Knowledge (local), and Knowledge (nobility).
Cantrips (spells) Skalds learn a number of 0-level spells that are cast like any other spell, but they do not consume any slots and may be used again.
Raging Song (combat) 19/day (=3+CHA+2*3+6) - At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.
A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. Deaf creatures are immune to raging songs.
If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.
- Inspire Rage (Raging Song) 19/day (=3+CHA+2*3+6) - At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1;the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
(Access to Sagas & Bardic Masterpieces)
Extra Performance (bonus feat replacing Scribe Scroll) You can use bardic performance for 6 additional rounds per day.
Versatile Performance (skills) At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (defense) At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.
Battle Prowess (Rage Powers)
Whenever a battle scion would gain a rage power from the skald’s rage power ability (at 3rd level and every 3 skald levels thereafter), she can instead choose to gain a combat feat or teamwork feat for which she meets the prerequisites.
Like rage powers she selects in this way, the battle scion can grant this feat to allies under the effect of inspired rage, as long as those allies also meet the prerequisites, but she must expend 2 rounds of raging song for each round in which she grants a combat feat or teamwork feat.
If the battle scion gains multiple feats from battle prowess, allies can use these feats to meet the prerequisites for other feats while they’re affected by battle prowess (for example, a battle scion with Power Attack and Cleave from battle prowess could grant both, allowing allies with a +1 base attack bonus and a Strength score of 13 to gain both, since they can use Power Attack to qualify for Cleave).
This alters the rage power ability.
Uncanny Dodge (Ex) At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Skills:
Adventuring Skills: Acrobatics* +2, Bluff +8, Climb* +4, Diplomacy +15, Disguise +4, Escape Artist* +2, Heal +4, Intimidate +14, Knowledge (Local) +9, Knowledge (Planes) +3, Knowledge (religion) +10, Perception +6, Ride* +2, Sense Motive +15, Spellcraft +4, Stealth* +2, Survival +0, Swim* +4, Use Magic Device +8
Armor check penalty (*) -4

Background Skills: Appraise +3, Artistry -1, Craft -1, Handle Animal +8, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (nobility) +6, Perform (Oratory) +15, Perform (Sing) +8, Profession (Sailor) +5

Intimidating (Racial) +2 Intimidate
Ciy-raised (Racial) +2 Knowledge (Local)
Courtly presence (Battle Scion) +½ level to Intimidate
Versatile Performance (Skald) Use Performance (Oratory) in place of Diplomacy & Sense Motive
Overprotective (Drawback) –2 penalty on attack rolls & skill checks if >10 ft away from fallen ally.
Inspired Song (Class Ability) +2 to STR (effectively +1 to Climb/Swim)

Equipment/Magic Items:
Mwk Cold Iron Flail
+1 Morningstar
Cold Iron Javelins w/ ammentum (3)
Cold Iron Dagger
+1 dagger
+1 Champion Full Plate
Darkwood heavy wooden shield
ring of protection
Alchemist's Fire (2)
Alkali Flask
holy water
Wand of Cure Light Wounds
Wand of Protection from Evil
Book of War Prayers
oil of bless weapon (3)
Scrolls (Level 1: Comprehend Language, Ghostbane Dirge, 4x Lesser Restoration, Unseen Servant, Solid Note)
Bull Strength potion
Belt of strength +2
cracked dusty rose ioun stone

portable altar
air bladder (3)
Bear Trap (2)
Bell Net
String/Twine (50ft)
tanglefoot bag
small mirror
parchment (10)
ink
inkpen
Explorer's outfit
Cold weather outfit
waterproof bag
sack
(Paladin's Kit)
Mwk Backpack
Bedroll
Belt Pouch
holy text (catalog of champions)
flint & steel
iron pot
mess kit
silk rope (100ft)
soap
Torch (5)
trail rations (12)
waterskin
gold holy symbol
crowbar
watertight sccrollcase

Remaining Gold (525.46g+322.7g-7g-25g= 816.16g)

Party items:

Picked up/carried party items:
bottle of holy water
iron spikes (10)
a turquoise ring (100 gp) (from spike-man)
a plain gold necklace (50 gp) (from spike-man)
enchanted helmet +1 saving throws (from spike-man)
614 gp and 1,358 sp
2,055 sp, 451 gp and 19 gems worth 20 gp each.
4 potions: ghoul touch, levitate, lesser restoration and remove paralysis;
a +2 light generating longsword (generates light constantly)
a +1 light wooden shield of arrow deflection (Vuzi)
dark robes, a black cloak, and a dagger (x6?) (from trapped chests)


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Special Situations:
Special Situations to pay attn to:
= Paladin Teamwork “Battlefield Presence” grant all allies <30ft any 1 teamwork feat without qualifying for the prerequisites.
= Skald Teamwork/Combat “Battle Prowess” grant feats earned through rage powers to allies through inspired rage (must meet prereqs, but can ‘borrow’ prereq feats earned this way), 2 rounds of raging per round of feat usage.
= CANNOT CAST WHILE RAGING, but can end as a free action
= Paladin Prepared Caster
= Skald Spontaneous Caster
= Inspired Rage - effectively gives +1hp per level, +1 to Climb/Swim, +1 to melee attacks, +1 to combat maneuvers (& defense), +1 to will save, -1 to AC


future ideas & leveling info:

Favored Class Bonuses:
Level 1: Fire Resistance
Level 2: Extra Skill Point
Level 3: Fire Resistance
Level 4: Extra Skill Point
Level 5: Fire Resistance
Level 6: Extra Skill Point
Level 7: Fire Resistance

Kurgess specific options:
Intrepid Rescuer (Combat Feat)
The Flexing Arm (Religion trait)
Strength's Fanfare (Religion trait)

Battle Prowess (Ex) - (Skald Archetype) level 6
Tongues (Bard spell) level 8
Coordinated Charge (Teamwork Feat) Level 11
Eaglesoul (Paladin spell) Level 13

boost allies saving throws through spells (Saving finale/timely inspiration) or teamwork feat (Tribe Mentality)

possible rage powers
Guarded Life
Good for what ails you
Intimidating Glare
Knockback
Knockdown
Overbearing Advance
Reckless Abandon
Strength Surge
Superstition
World Serpent Totem