I'm not reading 200 posts but I'd like to take the opportunity to make a productive answer to #6:
You can RP all you want without Charisma. You don't need to be a potato just because you don't have Charisma, just express your character appropriately and with the right expectations.
Of course, a low Charisma character won't roll high Intimidate checks, so it can feel like don't have an impact when it comes to RP.
If you want to play a really menacing warrior you'll have to build that (and that's fine, the fact that not everyone can just RP however they want and circumvent their stats is a good thing. it means that build choices matters).
However, imagine this situation; A regular peasant is asked "who are you most intimidated by, this large, ironclad minotaur or this small, colorful gnome?".
While the gnome is very likely has a higher Charisma and Intimidate skill, there is no doubt that an ironclad minotaur would actually be way more scary - there are real consequences if you talk smack about their mom.
This should be reflected in the game and CAN be reflected in the game - not by giving the Minotaur Intimidating Prowess, but simply by everyone (mainly the DM) acknowledging that this is the case. An ironclad minotaur shouldn't need to reach the same DC to successfully intimidate a peasant as the little gnome. The DM should set different DCs - of course the small, colorful gnome has an uphill battle when it comes to intimidating people while a large minotaur should have it pretty easy.
In the same way, a child-friendly, colorful gnome (with high charisma) will have a very easy time to convince everyone they're nothing to worry about.
This isn't to "balance" RP or Charisma. This is just to keep the context of the RP in mind to keep it from being an immersion-breaking numbers game.
Without context, peasants are more frightened by what kids say than the very tangible threat of eating iron and death.
I can't believe there's a thread this long about how some (one?) cantrip(s) in the preview document have been changed from having 1d4 + caster stat to 2d4 damage; which would be a difference of 1.5 points of damage on average for a caster with a starting modifier of 4 and ~0.5 if you didn't start with a maxed casting stat.
But to be fair, I guess the thread's length isn't because of that.
Quote:
Is there a particular reason for this?
Unification and standardization of spell damage, without randomly sprinkling in extra modifiers on a spell-by-spell basis could be a (very good) reason.
Also the game would punish players less for not min-maxing caster stats.
Hi, just wanted to ask about this specific skill feat (ranked as blue in the guide):
Quiet Allies - You can keep your heavily-armored friends from blowing the plan.
As I read the feat "When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative roll".
This reads to me that I'm not keeping anyone from blowing any skill checks, rather that I make them blow my stealth check, because we will be using their modifier.
Is there something I'm missing here or why is this feat considered good?
So, to address the title-question, (I might repeat what has already been said in the thread, because I'm not reading three pages. I saw some mean-spirited takes very early and I want to spare myself but also offer my simple opinion).
I think it's good to see it from other people's perspective and remember that there may be different perspectives in the same camp:
From the sub-reddit moderators' perspective, I don't think it's a hateful reason why they removed your threads and changed the rules. *I think* it's purely that your posts made them realized that they had to take a stance on the matter, of letting people advertise a specific kind of paid services on the sub-reddit or not. And they chose to discourage it. Not to thwart you or any other legitimate DMs. But to completely remove any chance of anyone abusing the sub-reddit as a platform - if it is normalized it is much easier for people to get away with scamming or half-assing it. And I don't think there is a real, feasible way of controlling who is and isn't a legitimate, professional pay-for-play DM.
(Not sure if they allow art-commission advertisement, but in those cases it's very easy to assess the skill and style of an artist ((assuming they provide a portfolio)) which also makes the process more self-moderating, since people won't pay for lousy art or style they don't like).
*I think* the moderators just want to save themselves a ton of problems with having to deal with the aftermath of possible (inevitable) issues.
And I think they should be allowed to make that decision for the sub-reddit they moderate, because they are not being payed to moderate. They shouldn't have to take on more responsibilities, it's up to them.
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The users on the sub-reddit who spewed vitriol at you (and some of them may also be moderators, I don't know); I think they're just uninformed, narrow-minded (or possibly just unwell) people who can't restrain themselves from typing negative things.
There is, sadly, a very strange mind-set among a lot of people online (well, I guess they have the same mind-set offline as well, but it's shown online more) where they can't distinguish between "making a living" and "greedy scalpers", especially when it comes to people making a living in creative fields (like art, game development and DMing, in this case, etc). The satisfaction of creating should be enough to sustain oneself, apparently. I suppose it comes from them seeing it as a commodity, when it's actually a luxurious service when provided by an experienced professional.
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From my perspective, I just don't see why I would pay for a DM when I have my playgroup with decent and good DMs.
But that's just my *opinion*. Don't let that stop anyone.
I feel like Charisma is a bit underrepresented here.
This is something I have changed my mind about over time, a few years ago I would probably not have had these thoughts.
To me, Charisma is a very important ability score to invest in, because I want to use it all the time. Charisma opens so many opportunities in the game, just through the skill bonuses alone. To (just) go from inconsistent to semi-consistent in charisma skill check successes is a big thing and changes how I play.
Of course, this is a very soft-rules area and the usefulness of charisma based skills varies greatly between tables and who you are as a player.
But when I play a character with low Charisma, I find myself biting my tongue and holding my character back, while passing messages (ooc and not) to the actual party-face, because I know that those words are just wasted coming from my character.
To me, Charisma is important enough to warrant consideration for every character I build and very often is my 2nd or 3rd highest ability score. And I really do think it pays off, many times.
To make it perfectly clear, I'm not saying that investing in Charisma is my favorite way of building unoptimized characters. I'm saying that a character could very well be unoptimized because it doesn't have Charisma (again, this varies greatly depending on what table and player you optimize for - not throwing any stank on other people's preferences).
Granted, I have limited experience with PF2 so I can't speak too much about how it works exactly in this edition. Though from what I've seen, there are less substitutes for Charisma than in PF1? (Student of Philosophy, Inquisitions, etc), making me think that Charisma is more important than previously (at least for me).
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On the topic of balance: with my limited experience, I have little to add to the evaluation of balance between Ability Scores.
But I do think that they don't have to be "perfectly balanced" (put in citation marks because "perfect" is very hard to define) - what I mean is that I don't think "perfect balance" is needed to enjoy the game (or build/brew characters).
And I do absolutely think that they shouldn't be symmetrically balanced - I'm mentioning this because I'm not sure that Charisma should have generic mechanical benefits (like saves). I think that could risk turning Charisma into an artificially useful Ability Score, functioning as an Ability Score tax that you need to invest in (contra an Ability Score that some players wants to invest in).
i mean like getting 2 aoo. one with spear when target get close then getting a 2nd aoo from him casting a spell near you using your natural weapons on him)
Yes, you can make attacks using weapons wielded with vestigial arms, just like any other arms.
(EDIT: I probably need to reiterate before someone starts screaming at me, no EXTRA attacks).
Remember that all encounters don't need to be challenging.
Also, remember that an APL appropriate encounter isn't a challenging one. Those encounters are supposed to be manageable for the party - If you want to challenge them: AMP IT UP!
Do I just have to make situations to force them off their mounts?
NO! They are playing mounted characters, do not engineer situations that disallow them to play their characters! Don't target your players because of their choice of play. I'm serious. Players outputting a ton of damage is not a problem, just let them.
Iroran paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel. Irori offers no universal paladin code— each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection.
To me, this means "Yes, they absolutely have to". Doing anything else would be such a big flavor fail that I honestly wouldn't allow it at my table.
But what I'm quoting isn't rules text, and there are no rules that states that they all have to.
My Operative has the Fleet feat, Quick Movement (+10), Sure-Footed and Jet Dash - Being able to run 300ft in difficult terrain VS walking 10-15ft is an insane difference.
My group used to have this problem as well. The players sat down and thought out a "smart" plan, only to get it instantly foiled because they had missed some vital information. - This happened multiple times.
Now days, the players mostly have a quick talk to make sure everyone is on the same page and then goes in guns blazing - Works out much better.
The wish spell has a cost of 25k GP because its not a spell any player should be casting often. You shouldn't allow any trick to work if it cheats this limit.
blahpers wrote:
By the time you're flinging wish spells, finding a means of exchanging 25,000 gp for a 25,000 gp diamond ought to be child's play.
While I don't think that being creative should get you easy to-make magical items, I feel like your DM is a bit too stiff.
You should be allowed to theme it so that you use the trophies while technically paying upb/wbl.
In my games:
1. I assume that an average intelligent being knows about as much about his world as we do about ours. Unzipping a jacket isn't that much of a challenge, even if the zipper is a bit strange. More complex gadgets will require special knowledge (as determined by the DM)
2. It is very reasonable if he/she has reason to suspect an ambush. Being a good tactician or succeeding a sense motive check to notice that something is off/you're walking into a trap is enough reason.
Being smart and wise is not enough on its own.
3. "Can your mumbo-jumbo fix my weapon? Or does that only work on people?" is a very natural question for anyone in your situation.
Had a bad DM who just couldn't for the life of his campaign make anything interesting. We didn't want to go on his adventure, our characters found much more interesting stuff to do. Every NPC we'd meet didn't want us to go on his adventure (for many different reasons). When we (the players) threw him a bone and went on his adventure anyway, he constantly tried to convey to us how everything we tried was impossible (because he had thought out some "puzzles" with very specific solutions that we in no way could figure out). It was over after one session.
The worst DM (who almost made me quit my group and role-playing altogether, before I kicked him out instead):
Took one and a half session before introducing a new player's character (while the new player sat and waited, for one and a half session).
Spent an entire session (about four hours) telling us how our characters traveled for a week by boat, repeating basically the same day seven times, with a bit of variation. As soon as we got to our destination he called off the session.
Did not know how to read a simple Bestiary entry, which lead to some very questionable on-the-spot rulings.
Stole from the PC's during impossible circumstances.
Would occasionally overrule role-play and fully ignore player agency. He would actually "correct" players and tell them "no, that's not at all what your character does".
Any attempt in correcting him was met with a very degrading and demeaning attitude and always ended up in an even less favorable result.
Oh, it also turned out that he sent dick-pics to one of the players' girlfriend... f$~! that guy.
we're usually canceling them because the GM and one of our players constantly have to cancel for multiple reasons
It's evident that everyone in your group does not share the same engagement. And that should be okay, but you may need to talk to the group about this if it bothers you. Maybe consider playing even if you're one player short?
xSaber0022 wrote:
rant about how there needs to be more GM respect at the table and how he doesn't have the time or patience to read 500 pages of the rulebook
I have no respect for this person as a GM and would honestly not allow him to GM at my table.
There is no excuse for not knowing the rules of the system. The bare minimum is knowing enough so that you can make a quick decision in any situation (even if it's not 100% correct).
Being defensive about it and demanding respect because of your title is just plain childish.
I honestly would suggest that you (politely) suggest to your group that you can start your own game, where you will GM and play every week (that the "normal" campaign isn't running, if people still want to play that game), even if all players aren't present.
Each player must play a vigilante (magic child) who dresses in a different color and has a different animal as a familiar. And each of the players has access to a Huge golem modeled after its familiar ...
Any class that requires deep knowledge of the system and options, or a class that has complex class abilities.
Fighters, Brawlers 9th level spell non-divine casters are good examples of how there are too many options to build. Though any 9th level caster is a bit too much, as spells require a lot of understanding of the general system.
All the occult classes are good examples of classes who has too complex class abilities.
I feel like the Ranger is a good class to introduce new players to. It starts as a straight martial class, 2nd level they get a limited option of feats and they eventually get some spell-casting, and animal companions don't require much at all.
I'm surprised that it's not a more common sentiment.
And this is why. If they would later re-publish them in a better format, why would anyone buy them on release?
Presumably to get them immediately rather than waiting the months or years it would take to republish.
Comic books collect issues in paperback anthologies and that doesn't seem to put their monthly individual issues at risk.
To be honest, I assumed Adventure Paths worked the same way. Put out the flimsy six issues for those that can't wait and then collect them into a hardback book for those that did.
Comic books don't take 2 years to get through, though.
If your BAB is 7, then it's not 8. 7 is in fact a lower number than 8, so you do not fulfill the prerequisite.
Jokes aside, any and all prerequisites about BAB always refer to the first number. The later number is always the previous number -5 and is just written out to remind you that you get an extra attack at that BAB, nothing more.
Wow, yeah. They have basically the same stats, minus the pounce, rake and grab on bite. A shame but a huge upgrade from the original bear. The grizzly actually makes me want to play a Druid - Double bear combo!
One of my dwarfs asked for a "zombie-free" room at an inn we stayed at. Two of the other PCs woke him up in the middle of the night, nibbling at his feet and acting weird. On the bright side, the inn-keeper paid him back every copper for the room!
Um, yes, and the BOMPA and the LOMPA gadgets are outrageously priced.
While I can't say that it's as solid as I would have liked it, I feel like it's less weird than PF (where even 1st level PCs are filthy rich by NPC standards).
You guys seem to know a lot about second edition already. Enough so that you're able to make accurate assertions about it and very specific pieces of the rules.
I'm impressed.
I was actually hopping for an actual constructive answer, not '*froths at the mouth* ARG is bad'. There's a reason I'm asking about using the Race Points system, I'm not just doing it for fun.
I understand. But I'm trying to tell you that what ever reason you have, you're asking an impossible question. There is no reason in the race point system, we can't logically value anything in RP as it's all over the place.
If you use the system of your own volition, just stop. If you're building a race to get approved by someone else, ask them instead.
This is as honest advice I can give.
This is a question of what rule is the most specific and which one is the most general.
I'm quite convinced that Underfoot Assault is the most general and that anything that allows one to avoid AoO's trumps it.
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:
Strength
8
Dexterity
11
Constitution
13
Intelligence
9
Wisdom
16
Charisma
17
About Shattertooth
Name: Shattertooth
Look: Searing eyes, Ritual Scars, Barely Hidden Rage, Roaring Voice
Stats: Cha 16 (+2), Wis 16 (+2), Con 13 (+1), Dex 11 (+0), Int 9 (+0), Str 8 (-1)
Your maximum HP is 4+Constitution. = 17
Your base damage is d8.
Alignement: Chaotic - Spread a dangerous new idea.
Race: Minotaur
xxxxxx has felt the hellish touch of fire, now they know my strength.
I will teach xxxxxx the true meaning of sacrifice.
I cast something into the fire for xxxxxx and still owe them their due.
Your Load is 9+STR. = 8
Moves
Burning Brand
When you conjure a weapon of pure flame, roll+CON. On a 10+ choose two of the following tags, on a 7-9 choose one. You may treat your INT as your STR or DEX in regards to making attacks with this weapon. The weapon always begins with the fiery, touch, dangerous, and 3 uses tags. Each attack with the weapon consumes one use.
hand
thrown, near
+1 damage
remove the dangerous tag
Fighting Fire With Fire
When you take damage, and that damage is odd (after armor) the flames within you come to your aid. Roll 1d4 and either add that many uses to your burning brand (if active), take that result forward to summon your burning brand, or reduce the damage by that amount, your choice.
Zuko Style
When you bend a flame to your will, roll+WIS. On a 10+ it does as you command, taking the shape and movement you desire for as long as it has fuel on which to burn. On a 7-9 the effect is short-lived, lasting only a moment.
Give Me Fuel, Give me Fire
When you gaze intensely into someone eyes, you may ask their player “what fuels the flames of your desire?” they’ll answer with the truth, even if the character does not know or would otherwise keep this hidden.
Hand Crafted
You may use your hands in place of tools and fire to craft metal objects. Mundane weapons, armor and metal jewelry can all be formed from their raw components. You may unmake these things, as well, but to do so without time and safety might require that you Defy Danger first.
Firebrand
When you introduce a new idea to an NPC, roll+CHA. On a 10+ They believe the idea to be their own and take to it with fervor On a 7-9, Their passion fades after a day or two. On a miss, they respond negatively, speaking out against the idea.
Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
•Lose any spells already granted to you.
•Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
•Prepare all of your rotes, which never count against your limit.
Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.
✴ On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.
✴ On a 7–9, the spell is cast, but choose one:
•You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
•Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
•After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
You carry no weapon and need no armor but the flames the burn within you. You begin with a symbol of your sacrifices past (A metal mask that fits over my face)
Adventuring Gear (5 uses, 1 weight)
2 healing potion
Dungeon Rations (5 uses, 1 weight)
previous stat block:
Male Orc Barbarian (True Primitive/Mad Dog) 4
N Medium Humanoid (Orc)
Init +3; Perception +7
**+2 Init and perception in forests
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Defense [x]=during Rage
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AC 20[16], touch 13[9], flat-footed 17[13]
(+3Dex, +5armor, +2shield)
hp 36
Fort +7, Ref +8, Will +2[4]
+1 morale from fetish
CMD 16
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Offense [x]=during Rage
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Speed 30', 20' in armor
Base Atk +4
Melee:
Greatclub +11[15] 1d10+9[13]
Spear +10[14] 1d6+9[13] brace
Short Spear +9[13] 1d6+6[10] 20ft
PA: -2/+4(6), +1attack when at neg HP
Ranged:
Sing +7 1d4+6 50ft.
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Statistics
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Str 22, Dex 16, Con 15, Int 13, Wis 10, Cha 10
Base Atk +4; CMB +9; CMD 19
Rolled: 17 16 15 13 12 12
Feats:
(1st)Combat Reflexes, 4 AoO/rd total
(3rd)Power Attack, -2+4
Traits:
Positive Trait: True Savagry: Shattertooth is the essence of a true barbarian, and as with his deep bond with his companion, Shattertooth and his companion gains an additional +2 to attack/dmg rolls while raging
Negative Trait: Recklessness: Fueled by his primitive instincts, he may be deadlier while he unleashes his true power, but he becomes less able to defense himself. During rage, further decrease AC by -2, his companion suffers the same.
Rage Powers: Ferocious Beast - Companion gains benefits of rage, must spend rounds for companion
+2 Kn:geo, Stealth, Survival in forest, does not leave trail and cannot be tracked unless I choose
Bonus ranks in handle animal and Prof survivalist
ACP breastplate -4, Heavy Shield -2
4 class/lvl +1 int/lvl = 20 total
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Special Abilities
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Barbarian:
Weapon and Armor Proficiency
A true primitive is proficient with hide armor and armors made from bone (see Special Materials). A true primitive is also proficient with bone shields and the following weapons: battleaxe, blowgun, club, greatclub, handaxe, longspear, shortspear, sling, and spear.
Illiteracy
A true primitive cannot read or write, and her superstition about such things leads her to refuse to ever learn to read or write, even if she multiclasses into other classes.
Favored Terrain (Ex) Forrrest
A true primitive has a favored terrain representing her native homeland. This ability functions as the ranger class feature, and the true primitive’s bonuses in that terrain improve by +2 at 5th level and every five levels thereafter. However, she does not gain any additional favored terrains.
+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
This ability replaces fast movement.
Rage (Ex)
Rage (Ex)
A mad dog gains this ability at 4th level, except that her effective barbarian level for the ability is equal to her barbarian level –3.
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Rage Powers
As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
War Beast (Ex)
At 1st level, a mad dog gains the service of an animal companion, using the barbarian’s level as her effective druid level.
This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.
Pack Tactics (Ex)
At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).
This ability replaces uncanny dodge.
Trophy Fetish (Ex)
A true primitive collects teeth, bones, hair, and other trophies from vanquished enemies, representing their power and strength.
At 3rd level, a true primitive can attach a trophy fetish to one of the traditional true primitive weapons listed above. When wielding that weapon, the true primitive gains a +1 morale bonus on damage rolls. Furthermore, if that weapon has the fragile property, once per day, the true primitive can ignore the effects of a single natural 1 roll. A trophy fetish can also be attached to a suit of hide or bone armor, granting the true primitive a +1 morale bonus on saving throws. Furthermore, if that armor has the fragile property, once per day, the true primitive can chose not to have the armor break on the confirmation of a critical hit made against her.
Every five levels beyond 3rd, a true primitive can use an additional trophy fetish. Multiple trophy fetishes can be attached to the same armor or weapon; their effects stack. A trophy fetish can be sundered (hardness 5, 1 hit point) but is not damaged by area attacks or attacks that do not specifically target it. It has no effect if attached to other types of weapons or armor.
This ability replaces trap sense.
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Racial Traits
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Ability Score Racial Traits: Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
•Type: Orcs are humanoids with the orc subtype.
•Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Orcs have a base speed of 30 feet.
•Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages. (replced by feral)
Offense Racial Traits
•Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
•Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc’s weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.
200g/30 - Bone Breastplate
7g/2 - Heavy bone Sheild
50g/20 - Studded Leather Barding
9g/26 - Kit, Barbarian’s
This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Animal Feats
In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm’s Way.
Shared Vigilance (Ex)
A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
This ability replaces share spells*.
Tenacious Guardian (Ex)
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master’s class level.
This ability replaces evasion.