Rusulka

Sykes Vorkanna's page

154 posts. Alias of Rysky.



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Silver Crusade

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I was just reminded this was the name for the CE Tenants for Champions, yes, reminded, since I hate it so I commonly forgot that’s what it was called. It’s also pretty heavily and specifically and OGL DND thing so pretty much assured to get the axe with the rest of the OGL stuff, like Rust Monsters, which we will actually mourn.

Not this. And before any tired reactionaries huff and puff there’s nothing offensive to my knowledge about the name, other than it’s bland, boring, and unfun to say and use as a label.

So!

What do y’all think they’ll rename it?

I’m guessing Reaver or Ravager.

Silver Crusade

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So obviously lots of things are getting renamed/ditched with the remaster, one thing I’d like to see is Barbarian being renamed to Berserker, or something along those lines.

Barbarian hasn’t been a good moniker for that class for awhile, among other reasons (mostly insults, or not Greek), it comes down to the many ways to flavor Rage, from actual anger, to fight or flight instincts, to adrenaline, to a battle trance and very little to do with culture.

You don’t have to be from the wilds to be a Barbarian, they can read and write. Barbarian is non-indicative. The core of the class is the Rage. Everyone can have rage. People in the city are more likely to have rage honestly.

Silver Crusade

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The Lost Omens Subscription product coming up is a map folio, not a setting book. With the removal of the CS forums you now have to email if you want to make any changes to your subs and orders, authorizations begin tomorrow.

Silver Crusade

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Kobolds should be the mascot Ancestry for P2, not Goblins. Everyone loves the plushies more than the bobbleheads.

There, I said it.

Silver Crusade

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Deleting Posts Doesn't Count As Moderation

Silver Crusade

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Simply deleting posts is not consequences nor moderation.

Silver Crusade

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So the immediately noticeable thing about Thaumaturge is that they're Trained in Arcana, Nature, Occult, and Religion (plus two more Skills plus whatever their Intelligence modifier is).

This looks really cool on paper, until you realize that since you use Recall Knowledge for your Core Mechanic you won't have any room Skill-wise to boost other skills other than your Recall Knowledge, especially when you add in wanting to grab Society as well.

So while there's a pretty big constraint another issue arises when looking at it's abilities, should the Thaumaturge be the generalist/master of none type (Archivist)? Or should they double down on dealing with monsters/hazard (Inquisitor)?

I personally lean towards the latter since we already have the generalist with Bards but then also the Int based classes such as Investigator and Wizard, etc.

So a way to solve that and free up some space is give the Class a built in Unique Monster/Hazard/Opposition Lore* that Find Flaws works off of and advances with them rather than eating up all your Skill stuff.

*Esoterica Lore doesn't cut it since it's only Trained and then you only get Expert when you get one of your other Class Skills to Legendary. It just doesn't keep up.

Silver Crusade

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So 4 key issues I've noticed with Find Flaws as I look it over.

1) Why am I penalized extra for (crit) failing my core ability that I'm inclined/supposed to use a lot? On a Crit Fail I've A) failed B) got wrong information and C) now I'm flat-footed. Why is that necessary?

Edit: I'm not opposed to Dubious Knowledge, I quite like the Feat, it's the flat-footed I take issue with.

Also there needs to be a baked in way for using Find Flaws against a group of similar creatures because otherwise there's too many issues:

2) Find Flaws is the core ability... and if I'm dissuaded from using it most of the time because it's a waste that's pretty bad.

3) Fighting a group of the same creatures and failing a check after making one/some not only feels bad but is nonsensical.
*rolls* Werewolf!
*rolls* Werewolf!
*rolls* That is obviously a Pomeranian with a hangnail.
*rolls* Werewolf!
This exact argument was made by one of the Designers, I think either Mark or Logan, in regards to why when you're sneaking there's just the one opposed Perception DC rather than all the NPCs making checks because one is bound to see you then.

4) Sympathetic Weakness is a feat tax, it's not something fun to work to or a powerup in feel, it's you feel bad till you get and then you have to take it or you'll feel bad after. Also the scope of the feat as is is entirely too vague.

Silver Crusade

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Seeing the same complaints that happened back in the Occult Adventures playtest (and supplementary materials) so figured it need to be said. Again.

It's not Psionics. It was never going to be Psionics. They're not trying to copy Psionics.

You're not getting nova-inducing pools of Power Points to spend on not-casting. They're spellcasters. The closest you'll get is the Focus costing AMPs.

Silver Crusade

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A lot going through my head right now but I'll try to be coherent.

I'm not here involved in the forums and discussions just because of the systems. Finding the Paizo forums led me to becoming genuinely happy for the first time in my life, I had found purpose, I had found friends, I had found family, all of it interwoven together.

I have my subscriptions as a way to support the people who I look up to and admire, the editors, the artists, the freelancers, and what they do. If I just wanted the rules I wouldn't have to pay anything, I could just use Archives of Nethys and you wouldn't see a cent from me.

I have my subscriptions to support the people making the books and to voice "Hey, we need more of this!" (I am terribly lacking in writing reviews though, and that needs to be alleviated), similar to being a patron on Patreon. The people actually pushing for awesome things, for good things, to make theirs and other's dreams come true, I wish to support. The writings espouse inclusiveness and joy and fantasy and supporting that I am more than glad to do. More inclusiveness please, it's not a quota, keep going.

You take that away however, you take them away however, and there's no reason for me to continue supporting this company with my wallet, or for me to be here.

Silver Crusade

1 person marked this as a favorite.

Sorry to be a bother but in the interest of not adding to y'all's workload I put off on bringing this up for awhile but I figure I should bring it up at some point.

I've qualified for the free Society subscriptions for both Pathfinder and Starfinder since that incentive was implemented I believe but I haven't received access to many of them (though I could have sworn I got the emails letting me know, or rather the "purchase/order" emails they send out).

For Pathfinder I'm missing
1-16
1-17
1-24
1-25
All of Season 2

For Starfinder I'm missing
2-19
2-20
All of Season 3 except 3-01 and 3-02
All of Season 4 currently

If I messed something up/missed something or took too long to bring this to your attention my apologies but also no worries.


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It's not the final version of the class.

We're not picking it apart because we don't want it to exist, we want it to be better, even if you like the class as is you should still want it to be better, why not? It's much harder to improve and fix a class after it's published. Don't let the flavor that appeals to you bias you against any improvements, nothing in the flavor is lost by improving the class so that if anything it's more true to its flavor and design.

Right now for a lot of people it's simply unfun and unfulfilling in multiple ways, with what ever flavor it has not being able to overcome that and make it be appealing, so we rather it become appealing so more people play it and it being an awesome class.

I love flavor over mechanics, but flavor doesn't mean anything if there's nothing to eat.


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Currently you're encouraged and penalized for storing and using your EP.

You gain increasing bonuses through your "universal instinct" (maybe? That whole section needs to be rewritten so people know that the EP track is the instinct as opposed to a missing ability between the track) that slowly build up over a fight. But you also gain your Drawback for having any and have to spend them to use your Niche's abilities, so your bonuses and abilities you have access to per round are on a slider that changes every round, which is a rather big cognitive load that can easily lead to mistakes being made.

It doesn't really promote tactical play in choosing whether to conserve or spend your EP, it's just frustrating and confusing.


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What exactly are the point of these?

The options we have presently aren't quite grand enough to warrant also taking penalties to balance it out.


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Ooo what a fun tale, also love that ending, was it humorous or ominous?

Also WARMANDER.

Silver Crusade

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With the ability to branch out with more than just guns, including melee, that hopefully gets expanded in the final product methinks a more open name would be more appropriate and lead to less confusion and type-casting.

Fighters aren't called Swordmasters after all and "I'm a Gunslinger that uses a bow/crossbow!" is really clunky and awkward, conversation-wise anyway, hopefully not mechanic-wise (*swoon over the possibility of Path of the Sniper archer*).

Marksman is more open but also more restrictive in a different unfortunate way.

So, Sharpshooter? Deadeye (I'm partial to that)? Trigger? Shootist*?

*I don't care for that but it is indeed an actual term XD


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Yay!

Silver Crusade

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*drools*

Silver Crusade

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An idea I had, right now we have two arrays for Eidolons depending on the type. 16/16/16/08/12/10 for Divine and Primal and 16/16/16/10/10/10 for Occult and Arcane. And while they get ability boosts the same as the Summoner they don’t/can’t benefit from Apex items the Summoner’s wears (unless I misread that).

And so this solution, either have a designated main stat or pick one and have it be equal to the Summoner’s Charisma. When the Summoner boosts or wears an Apex item that boosts it the Eidolon’s stat likewise rises, which deals with that annoyance (This is also means the Summoner doesn’t have to pay twice for an Apex item for themselves and a hypothetical one for their Eidolon out of their wealth budget). And also frees up one of the stat boosts to further mold the Eidolon how you want.

Also also it incentivizes the Summoner to boost Charisma, which they don’t have a lot of reasons to do so at the moment.


The starter ability of the Infestation Faculty,

Malignant Mist wrote:
When you form a cloud array or sheath array, you can use a nanite surge to damage anyone who contacts those nanites. Your cloud array deals 1d6 piercing damage (Fortitude negates) to each creature that starts its turn in or enters the cloud's area. Your sheath array deals 1d6 piercing damage (Fortitude negates) to any creature that hits you with a melee natural weapon, melee weapon without the reach special property, or unarmed strike. After a creature attempts a saving throw against either effect, it is immune to damage from this ability for 1 minute. You are immune to the effects of your malignant mist. As a reaction, you can grant one creature you can see within 30 feet immunity to your malignant mist until the beginning of your next turn. The damage dealt by this ability increases to 1d8 at 3rd level, to 2d6 at 5th level, and by 1d6 every 2 nanocyte levels thereafter.

Yes the damage goes up (in a bit of an odd pattern there at the beginning) but since it only affects an opponent effectively once (if they don’t save) it feels a bit meh to me.

Would knocking the damage to d4s but making it affect every round flow better?

Silver Crusade

1 person marked this as a favorite.

Awesome.

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Per the title.

You can’t claim to not want and remove “harassment and malicious speech” but the only remove posts that call out that behavior and leave the f&&@ery up, or worse, put it back up after it’s taken down.

Silver Crusade

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Awesome, thank you for sharing these wonderful backgrounds to us, and for the stories and environment you instill in both Paizo's writings and itself.


Cool

Silver Crusade

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These were all awesome, thankies for reminding all of us ^w^

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Awesome. Kick its ass, Amabie.

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(backdrop, making a Human with Versatile Heritage)

Was curious who if any had picked either of these General Feats and how well they were working out for them, especially at lower levels.

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GoFundMe link

Y’all know Michael Sayre? Chill dood, talks about awesome stuff from Sarkoris and helps runs PFS? Yesterday his brother was shot in a home invasion, he’s recovering and his wife and child are in good health, but the f$&$os stole everything from them.

Silver Crusade

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So I forgot where it was brought up but one of the designers or developers brought up Mortics (from Tyrant’s Grasp’s bestiaries) being a playable Ancestry or Heritage (most likely the latter) was on the table but it got cut due to being too out there at the start of the new edition (my apologies if I’m misremembering).

For those curious, Mortics are still living creatures that have been infused with negative energy that makes them more comparable to their common undead variants, similar to the Tomb Tainted Soul feat back in 3.5 DnD.

My favourite is the Gurgist, the human one. They have to eat a certain amount of raw meat in a week otherwise their body begins to rot. They don’t have to kill people and it doesn’t have to be humanoid meat, just raw.

I’d really like to see them make a comeback.

Silver Crusade

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Saw a couple of similar threads going around so I figured I start this one, what was your favourite non-Paizo products for First Edition?

At the top for me is Letters from the Flaming Crab: Murder Bunnies. Want to be a smol and badass frontliner? Here ya go!

Three words: Lucky Halfling Foot

Also I loved all the issues of the Wayfinder magazine.

Silver Crusade

This is a spoiler filled resource thread for part six of the Extinction Curse Adventure Path, The Apocalypse Prophet by Lyz Liddell.

Other GM reference threads for Extinction Curse:

Part one, The Show Must Go On

Part two, Legacy of the Lost God

Part three, Life's Long Shadows

Part four, Siege of the Dinosaurs

Part five, Lord of the Black Sands

Silver Crusade

This is a spoiler filled resource thread for part five of the Extinction Curse Adventure Path, Lord of the Black Sands by Mikko Kallio.

Other GM reference threads for Extinction Curse:

Part one, The Show Must Go On

Part two, Legacy of the Lost God

Part three, Life's Long Shadows

Part four, Siege of the Dinosaurs

Part six, The Apocalypse Prophet

Silver Crusade

1 person marked this as a favorite.

This is a spoiler filled resource thread for part four of the Extinction Curse Adventure Path, Siege of the Dinosaurs by Kate Baker.

Other GM reference threads for Extinction Curse:

Part one, The Show Must Go On

Part two, Legacy of the Lost God

Part three, Life's Long Shadows

Part five, Lord of the Black Sands

Part six, The Apocalypse Prophet

Silver Crusade

This is a spoiler filled resource thread for part three of the Extinction Curse Adventure Path, Life's Long Shadows by Greg A Vaughan.

Other GM reference threads for Extinction Curse:

Part one, The Show Must Go On

Part two, Legacy of the Lost God

Part four, Siege of the Dinosaurs

Part five, Lord of the Black Sands

Part six, The Apocalypse Prophet

Silver Crusade

1 person marked this as a favorite.

This is a spoiler filled resource thread for part two of the Extinction Curse Adventure Path, Legacy of the Lost God
by Jenny Jarzabski.

Other GM reference threads for Extinction Curse:

Part one, The Show Must Go On

Part three, Life's Long Shadows

Part four, Siege of the Dinosaurs

Part five, Lord of the Black Sands

Part six, The Apocalypse Prophet

Silver Crusade

1 person marked this as a favorite.

This is a spoiler filled resource thread for part one of the Extinction Curse Adventure Path, The Show Must Go On by Jason Tondro.

Other GM reference threads for Extinction Curse:

Part two, Legacy of the Lost God

Part three, Life's Long Shadows

Part four, Siege of the Dinosaurs

Part five, Lord of the Black Sands

Part six, The Apocalypse Prophet

Silver Crusade

Waaaaaa :3

Silver Crusade

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So lots of new neat stuff, but the more I look over the more ehhhh moments I'm having.

Revelation Spells wrote:


You can cast revelation spells, which are a type of focus spell. Though it normally costs 1 Focus Point to cast a focus spell, as an oracle, you do not have a focus pool and can never gain one by any means, even if you take a feat that would grant you Focus Points or a focus pool. Instead, you cast revelation spells, or other focus spells you learn, by drawing upon the power of your mystery, which incurs the effects of your oracular curse (see below).
Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, and you can’t cast them using spell slots (see Divine Spellcasting on page 14). Certain feats can give you more focus spells. The full rules for focus spells appear on page 300 of the Core Rulebook.
You learn two revelation spells at 1st level. The first is an initial revelation spell determined by your mystery. The second is an initial domain spell you select from one of the domains associated with your mystery, which you can cast as a revelation spell.

I don't foresee this playing nicely with multiclassing, nor people wanting to play Oracles or wanting to multiclass with them liking that.

Oracular Curse wrote:


[1]An oracle draws power from multiple deities, each with their own alignments, agendas, domains, and anathemas. [2]The inevitable conflict between these different sources places incredible stress on your body, manifesting as a supernatural curse whenever you cast revelation spells. The more revelation spells you cast, the worse the effects of your curse, but these increasingly conflicting energies also provide you with divine benefits.
The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse starts with a minor effect and progresses to a moderate effect. At higher levels, you can grow to withstand your curse’s major and even extreme effects.
[3]The first time after your daily preparations that you complete the Cast a Spell activity for a revelation spell, your minor curse manifests. Once your minor curse has manifested, it remains in effect until the next time you rest for 8 hours and make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. This effect is in addition to that of your minor curse. [4]You can reduce the severity of your curse from moderate (or worse) to minor by spending 10 minutes using the Refocus activity (Core Rulebook 300) to mentally reconcile the conflicting demands of your mystery and find common ground between them. While your curse is active, you can’t mitigate, reduce, or remove its effects by any other means; for example, while you are slowed 1 from your extreme curse, you couldn’t benefit from an effect that normally cancels or counteracts the slowed condition.
[5]Drawing upon your mystery’s power while your curse is at its worst takes a terrible toll on your body. Immediately after casting a revelation spell while under the worst effects of your curse that you can currently handle, you are overwhelmed by your curse. [6]You fall unconscious and can’t be awoken by any means for 8 hours, after which you awaken naturally and can make your daily preparations normally.

1) Does it have to be from deities? Can't it be from the planes themselves? Or other sources?

2) So the gods are idiots.

3) minor thing, but why not "after casting a Revelation spell"?

4) I don't care for this for how super specific it makes the flavor of the Oracle. "I have to play mediator for a bunch of jackesses" is a neat theme, I don't like it being the only theme.

5) What does "at it's worst" even mean?

6) I REALLY do not like this. I like thematic climatic sacrificial abilities (Champion of Gwynharwyf and Frenzied Berserker were my favourites Prestige Classes in 3.5, and I love playing Barbarians in all recent editions). Things that damage or kill you for the right, desperate payoff are awesome, I live for that s%~~.

Death is unpleasant because you lose your character most likely, the second most unpleasant experience is showing up to play and not being able to. "Okay since you did this your character is still alive, you're just not allowed to play" is not a good experience by any measure.

Overclocking, good.

Dying, not good but okay.

Telling the player they're not allowed to play even though they didn't do anything wrong, not okay.

Silver Crusade

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Not sure how I feel about, granted it's not bad per say, since now Witches can pick their spell casting Traditions, though I did like that (similar to Deities for Clerics and Bloodlines for Sorcerers) you could get spells for them from other lists.

I do like the Lessons though.

Silver Crusade

1 person marked this as a favorite.
Vivacious Bravado wrote:
Your panache swells your ego with bravado, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last as long as you have panache.

Getting temp HP is nice, but the manner in which you get it I foresee leading to two odd scenarios. The first has you play it safe and not use your Finishers (barring good luck with the Feat Finishing Follow-Through, which I think should be a core ability honestly), which just seems at odds with the daredevil badassery of the Swashbuckler. The second is to still use Finishers, and promptly lose your temp HP, making the Feat rather unreliable, even though you do get more temp HP every time you resume Panache.

Silver Crusade

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… what in the hell kinda slug is that?

Silver Crusade

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The following is NSFW, just a head’s up.

My buddy and all around kickass person and artist Alexis Flower just launched the KS to collect and bind the latest chapters of his online comic (you can read here for free, again NSFW) into physical form and he’s already funded!

Link to the Kickstarter

The higher reward tiers include art prints as well as a dice box and a set of dice (ah, got your attention now do I) that are gorgeous like the comic itself.

Even if you don’t back it I highly recommend checking the comic out, it’s absolutely gorgeous and whimsical, also free (and NSFW. There’s a lot of sex).


Carnacki, capital of Lusk.

Silver Crusade

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Art and support for Pike and Torrent please!!!!

Sovereign Court

French Fries !!!

Race

Lolygert 'Lolly' Endeferr

Classes/Levels

Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21

About Lolygert " Lolly " Endeferr

Lolygert
Human (Shoanti) barbarian 7/cleric of Cayden Cailean 1
CG Medium humanoid (human)
Init +6, +5 Fatigued; Senses Perception +12
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Defense
--------------------
AC Normal 22, touch 14, flat-footed 19 (+8 armor, +2 Dex, +1 dodge)
AC Raging 20, touch 12, flat-footed 17 (+8 armor, +2 Dex, +1 dodge, -2 rage)
AC Fatigued 21, touch 13, flat-footed 19 (+6 armor, +1 Dex, +1 dodge)
hp 88 (8 HD; 1d8+7d12+12) Raging:96
Saves
Normal
Fort +12, Ref +7, Will +7; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Raging
Fort +13, Ref +9, Will +8; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Fatigued
Fort +11, Ref +6, Will +7; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Resist fortified drinker
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee Normal
dagger +11/+6 (+11/+11/+6 Hasted) (1d4+4/19-20) or
+1 furious greatsword +12/+7 (+12/+12/+7 Hasted) (2d6+8/19-20)
unarmed +12/+7 (+12/+12/+7 Hasted) 1d3+6 nonlethal)
Melee Raging
dagger +13/+8 (+13/+13/+9 Hasted) (1d4+7/19-20) or
+1 furious greatsword +16/+11 (+17/+17/+12 Hasted)(2d6+13/19-20) or
Unarmed +13/+8 (+14/+14/+9 Hasted)(1d3+7 nonlethal)
Melee Fatigued
dagger +10/+5 (+11/+11/+6 Hasted) (1d4+3/19-20) or
+1 furious greatsword +11/+16 (+12/+12/+7 Hasted) (2d6+5/19-20)
unarmed +11/+6 (+11/+11/+6 Hasted) 1d3+4 nonlethal)

Melee Raging
Ranged composite longbow +10/+5 (+10/+10/+5 Hasted)(1d8+7/×3)
Special Attacks channel positive energy 2/day (DC 9, 1d6), ferocious strike, rage (17 rounds/day)
Cleric Spells Prepared (CL 1st; concentration +2)
. . 1st—bless, longstrider[D], protection from evil
. . 0 (at will)—create alcohol (ale or wine), light, mending
. . D Domain spell; Domains Strength (Ferocity[APG] subdomain), Travel
--------------------
Statistics
--------------------
Normal
Str 19, Dex 15, Con 16, Int 9, Wis 13, Cha 9
Raging
Str 22, Dex 15, Con 20, Int 9, Wis 13, Cha 9
Fatigued
Str 16, Dex 13, Con 16, Int 9, Wis 13, Cha 9

Base Atk +7;
Normal
CMB +11; CMD 25 /22 FF
Raging
CMB +13; CMD 25
Fatigued
CMB +10; CMD 23

Feats
Dodge
Totem Spirit (shadde-quah)[ISWG]
Improved Intiative
Extra Rage Power (Surprise Accuracy)
Extra Rage Power (Scent)
Extra Rage Power ( elemental Blood, lesser )

Traits
deft dodger,
fortified drinker

Skills
Acrobatics +2
Appraise -1
Bluff -1
Climb +10
Diplomacy -1
Disguise -1
Escape Artist -2
Fly -2
Intimidate +1
Knowledge (history) +10
Knowledge (nature) +8
Perception +12
Profession (woodcutter) +12
Ride -2
Sense Motive +1
Survival +12
Swim +0

Languages
Common
Shoanti

SQ
agile feet (4/day)
fast movement

Combat Gear
potion of barkskin +2 (2)
potion of cure serious wounds (3)
potion of enlarge person
potion of mage armor (2)
barbarian chew (4)

Other Gear
breastplate +2
arrows (20)
composite longbow adaptive(+2 Str)
dagger
greatsword
backpack
bandolier[UE]
bedroll
belt pouch
candle (10)
flint and steel
hemp rope (50 ft.)
hip flask[UE]
holy text[UE]
mess kit[UE]
pot
soap
spell component pouch
torch (10)
trail rations (5)
waterskin

cloak of resistance +2
ioun stone, dusty rose prism (cracked)

Ring of Double or Nothing

A gift from the gambling god! This ring allows the wearer to exchange a bad situation for a potentially much better, or much worse one. Once a day upon rolling a miss in melee, the wearer may, as a free action, activate the Ring of Double or Nothing. The wearer rerolls their attack. If they score a critical threat, it automatically confirms. If they roll a normal hit, they miss. If they roll a miss, they provoke an attack of opportunity from the target of the attack. If they are not threatened by their targeted foe when they roll a miss, they fall prone.

wooden holy symbol of Cayden Cailen

--------------------
Special Abilities
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Agile Feet (4/day) (Su) For 1 rd, you ignore difficult terrain.
Auspisious Mark] 1/rage spend 2 rage round to add 1d6 to any d20 roll
[b]Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su)
Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Ferocity)
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Elemental Blood, Lesser (Electric) 3/day while raging add 1d6 electrical damage
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocious Strike (+1, 4/day) (Su) +1 damage for a melee attack.
Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO
Rage (19 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Totem Spirit (Shadde-Quah) Rage lasts 1r longer +2 Intimidate
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Scent While Raging, can find unseen enemies
Surprise Accuracy (rage) +2 to one attack per rage
Trap Sense +2 Refles to avoid trap, +2 AC to trap attacks,

Appearance
Lolly is a towering specimen of a man, standing 6'5'', over 220 pounds of sinew and muscle. His dark brown hair flies all around,
unkempt but generally clean. His tools and other possessions are well kept, if a little banged up.

Personality
Lolly personifies the teachings of Cayden Cailean, free spirited, embracing the joys of life to the fullest.
He brooks no fetters to his many freedoms, fighting with fists and, if needed, blades. His potent anger does sometimes embarrass him,
but like all things, he merely shrugs and accepts. Blunt and undiplomatic, Lolly's joie de vivre nonetheless serves to charm those
that really get to know him. Living life large, with friends and drink, is Lolly's simple goal in life.

Background
Lolygert was born in a wood shack far from Zelkor's Ferry, to a woods man and his wife, Tam, a stalwart follower of the teachings of Cayden Cailean.
The woodsman, Nerif, was of firm stock, stolid and stoic...as hard as the iron oak he harvested.

Just how these two came to be together, Lolygert never really got a clear idea, but they loved each other and both taught the young Loligert
all they knew of their respective life's work.

Tam's aim was to enroll Loligert into the clergy of Cayden Cailean, and sent him off to Zelkor's Ferry to matriculate under the tutelage of Hanmer Tored,
a cleric of Cayden Cailean who had actually managed to stay in one place for some duration.

Lolygert was an indifferent student, but excellent at the real-life administration of Cayden Cailean's teachings during many rowdy evenings and nights, both
with his teacher and without. Hanmer could only grin at Loligert's exploits, shrugging during his communions with his diety. Both could not but
approve of the boy.

An so it was, Lolygert , exemplifying the tenets of Cayden Cailean, did actually become one of His flock without really trying.

In his seventeenth year, Logygert woke, late as usual, and found a note from Hanmer. He'd gone off to Mangimar...something about a woman.

Crumpling up the note and tossing it into the corner, Loligert gathered his possessions and made the long trip back to his parents, following in his
mentor's footsteps and leaving Zelkor's Ferry for a time.

For the next few years, Lolygert helped his father in the woodlands, felling trees and hauling them down to Zelkor's Ferry for the tradesmen. The
backbreaking work honed Lolygert's body, but his love of the drink never left him. Nor did his slumbering anger.

Then , within a span of two years, both of his parents were taken from him. His father felled by a rotten tree, kicking the wrong way as he cut it down,
his mother...wasting away before his eyes.

Shocked sober for a few months, Loligert slowly came back to his love of life, embracing the fact that life ends in death, but the life lived is
the most important.

Logygert continued bringing wood down from the highlands to the tradesmen in Zelkor's Ferry, carousing mightily in its taverns.

Something, however,kept him from venturing further out into the world...

statlines:

Normal
Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:21/21

Raging
Human Barbarian 7/Cleric 1 HP:104/104 AC:19 CMB:+13 CMD: 5/22 Fort +14 Ref +7 Will +9 Rage:21/21
Hasted Human Barbarian 7/Cleric 1 HP:96/96 AC:19 CMB:+14 CMD: 26/22FF Fort +13 Ref +8 Will +9 Rage:21/21

Fatigued
Human Barbarian 7/Cleric 1 HP:80/80 AC:21 CMB:+10 CMD: 23/21ff Fort +12 Ref +6 Will +7 Rage:21/21

Enlarged
Str +2, +1 to hit/damage, Ref: Dex -2 : -1 AC, Ref +5, greatsword damage: 3d6, AC-1, to hit -1