TEMPORARY NEGATIVE LEVELS
"The temple is below the Corrupted Jackal, past the Fallen Warden and hidden from my children."
Under Inspired Rage Stats:
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.
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.
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.
Weapon and Armor Proficiency - all simple and martial weapons, all armors (see below), and with shields (except tower shields).
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)
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.
Paladin Spell-Like Abilities
At will—detect evil
Paladin Spells (CL 5th; concentration +9; DC14+sp)
Skald Spells (CL 4th; concentration +8; DC14+sp)
Scrolls (Level 1): Ghostbane Dirge, Solid Note, Lesser Restoration (x4)
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/—).
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:
Battle Scion Skald Class Abilities
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
Mwk Cold Iron Flail
Cold Iron Javelins w/ ammentum (3)
Cold Iron Dagger
+1 Champion Full Plate
Darkwood heavy wooden shield
ring of protection
Alchemist's Fire (2)
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
Remaining Gold (525.46g+322.7g-7g-25g= 816.16g)
Picked up/carried party items:
bottle of holy water
iron spikes (10)
enchanted helmet +1 saving throws (from spike-man)
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)
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:
Battle Prowess (Ex) - (Skald Archetype) level 6
boost allies saving throws through spells (Saving finale/timely inspiration) or teamwork feat (Tribe Mentality)
possible rage powers