Tusk is a competitive sort, particularly when it comes to dwarves, always trying to prove his prowess and verbally keeps count of his kills. Has a distrust and dislike (and ignorance) for magics that are not of the healing, armor, or weapon variety. Also dislikes gambling. He likes shiny trinkets, compliments on his prowess, and his name which, he likes to point out, is because of his teeth. He gets bored with inactivity rather quickly and will make things happen if things slow down. He eat's like a goblin with an iron constitution when it comes to food - either that or his taste buds are all dead. He is a bit terse and irascible, though usually not offensively so. Prefers to take the middle watch.
Quirks:
Tends to contract his works like "'K, gonna get 'way now."
Main Stats:
Tusk two-blade (141936-18) N/G Male Half-Orc Fighter/5
Silver Crusade
Explorer's Outfit
Orc Double Axe, cold iron masterwork / adamantine
Composite Longbow, +2 str, adaptive
39 Arrows, Cold Iron
3 +1 Fey Bane Arrows
Breastplate, Masterwork, +4 Max Dex {+3[breastplate] +1[armor training]}, -2 ACP {-4[breastplate] +1[masterwork] +1[armor training]}, increased speed[armor training]
Belt Pouch
Backpack
Whetstone
Cloak of Resistance, +1
Ring of Protection, +1
Wand of CLW (34 ch)
Scroll of 5 Lesser Restoration
Antitoxin
Holy Water
Potion of CLW
Oil of Bless Weapon
Oil of Magic Weapon
4 Alchemist Fire
4 Acid Flask
Climber's Kit
Bedroll
2 Hunk of Cheese
4 Loaf of Bread
5 Trail Rations
Pathfinder notebook and pencil
All expendables are well labelled in big letters. See this spreadsheet for weights, costs, and GP left over.
Traits:
Race Specials
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score (dex) of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one 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.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Starting Traits
Indomitable Faith (faith ) +1 Will ST
Resilient (combat)) +1 fort save
Class Abilities:
Class Abilities
2) Bravery +1
3) Armor Training 1 (-1 ACP, +1 dex lid, increased speed in medium armor)
4) Replace Feat (none)
5) Weapon Training 1 (Axes)
6) Bravery +2
7) Armor Training 2 (-2 ACP, +2 dex lid, increased speed in heavy armor)
8) Replace Feat
9) Weapon Training 2
10) Bravery +3
11) Armor Training 3 (-3 ACP, +3 dex lid)
12) Replace Feat
- Confirmed Field Agent: Get Wayfinder for 1 PP, -1 PP cost to
wayfinder enchancement vvanities
- Exlore, Report, Cooperate: Ask whether action is beneficial to success conditions.
- Friend of Janira: +1 knowledge rolls in Grand Lodge
Chronicle 2: Heroes for Highdelve
- Blessing of Aurelliax: Get additional gold for day job, roll twice on d20 and gain +1 luck bonus on all rolls for 1 minute, fire resistance 5 for 24 hours, or add 1d6 damage to natural attack, or gain ER 10 vs 1 fire attack.
- Highdelve's Hero: -150 gp to ring enchantment
Chronicle 3: The Shattered Shield
- Vaultkeeper: Bonuses to retrain to witch
- Whispers of Evil: Check box (3 left) at beginning of scenario to gain +1 circumstance bonus to perception and sens motive.
Chronicle 4: The Godsmouth Heracy
- Pharasma’s Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.
Chronicle 5: Fangwood Keep
- Study of Infinite Spells: Gain spells in spellbook
- Borderland Keep vanity: 15 PP to gin ability to forgo day job to recover 1 PP.
- equipment: Some partial charge wands
Chronicle 6: The Beggar's Pearl
- Hro of the Five Kings: When dealing with any dwarf from that region from now on, you gain a +2 circumstance bonus on all charisma-based checks.
Chronicle 7: The Cosmic Captive
- Elemental Conquest: +1 Insight bonus to ST vs Spells and effects of fire. On the elemental plan of fire, +1 to all ST. Swift action to heck box to make weapon flaming for one minutes.
- Ranginori's Debt: Check box (2 left) to cast spell (depending on current level)
Chronicle 8: The Many Fortunes of Grandmaster Torch