Here it is, in all it's glory (or something like that).
Let me know if I should alter anything.
Thanks!
Early Life of Ûzorgráng:
Ûzorgráng is from the city of Monmurg, in the Hold of the Sea Princes. All he
knew as a child was the life of an indentured labourer. A slave, in fact, if not
in name. He and his sister, Shenmat, were separated when their owner, Remmírja,
decided to sell Ûzorgráng off as a pit fighter. Partly for the money, but mostly
because Ûzorgráng is quite wilful, which is not a quality that endears slaves to
their owners.
Despite his young age, Ûzorgráng had brawn, vigour, and even agility that few
adults could match. For that reason, he became an ideal follower of the god
Kord, the god of athletics, sports, brawling, strength, and courage.
Unfortunately for Ûzorgráng the owner of a fighting pit, Elohesra, offered
Remmírja a tidy sum for those same qualities.
Although he loathed the idea of fighting, even killing, to entertain others,
Ûzorgráng had little choice to do just that. It was necessary just to survive.
Much to everyone's surprise, including Ûzorgráng's, when pushed enough, he flies
into a rage for a short while and grows claws when he does so. Although he
became something of a crowd favourite, Ûzorgráng still hated his situation and
wanted nothing more than to escape.
Luckily, that chance presented herself in the form of Hoentin, another of
Elohesra's slaves. She is a talented cook, but Elohesra was also unaware that
she was also a skillful lockpick and cutpurse. She longed to escape as well and
despite the contact among slaves being kept to a minimum, Ûzorgráng and Hoentin
soon formulated an escape plan.
One night, after the day's fights, Hoentin managed to lace all the food for the
guards and for Elohesra himself with a very strong sleeping draught. Herbalism
is another of Hoentin's talents, it seems. She was soon able to unlock the cells
for Ûzorgráng and the other pit fighters. With great difficulty, Ûzorgráng was
able to convince his fellow pit fighters not to kill sleeping Elohesra and his
sleeping guards. Instead, they locked them up in the cells, and left them bound
and gagged.
They then left with all of Elohesra cash and other valuables and made good their
escape from Monmurg. Since carrying around bags of cash and valuables draws
unwanted attention by the city watch in any city, they left the bulk of
Elohesra's money at an orphanage. They used the rest to buy passage out of
Monmurg by bribing several ship's crews to hire them on as mercenaries, or a
cook in Hoentin's case. By time Elohesra and his guards started coming out of
their drug-induced stupors, bound hand and foot, gagged, and locked in what used
to be fighters' cells, Ûzorgráng, Hoentin, and the others were safely out of
Monmurg. Dispersed among several ships.
Ûzorgráng's Personality:
Despite his rather unfortunate beginning in life, Ûzorgráng is a goodly sort, if
willful. Because of having been a pit-fighter against his will, he's keen to
help others weaker than him get out ofa sticky situation. The only real bad side
to his personality is when he goes into a rage while fighting.
Extra Bits:
Those things that Ûzorgráng does not know (as yet)
His deceased parents were both half-orc adventurers themselves:
• Father: Graltar; a barbarian
• Mother: Shaelat; a draconic blooded sorcerer
• He only has vague recollections of either; he and Shenmat were quite young when their parents died
• Does not know what's happened to Shenmat, his sister, but he wants to find and free her some day
Ûzorgráng's Stat Block:
Ûzorgráng
Male half-orc bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CG Medium humanoid (human, orc)
Hero Points 1
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +0
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 40 ft.
Melee bardiche +4 (1d10+4/19-20) or
. . greataxe +4 (1d12+4/×3) or
. . light pick +4 (1d4+3/×4)
Ranged sling +3 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks bloodrage (7 rounds/day), claws
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +4; CMD 16
Feats Grudge Fighter[ARG]
Traits brute (apg), reactionary
Skills Acrobatics +5 (+9 to jump), Climb +6, Intimidate +2, Knowledge (local) +6, Linguistics +1, Perception +4, Survival +4; Racial Modifiers +1 Acrobatics, +1 Climb, +2 Knowledge (local)
Languages Common, Halfling, Orc
SQ fast movement, hero points, orc blood
Other Gear lamellar (leather) armor[UC], light wooden shield, bardiche[APG], greataxe, light pick, sling, sling bullets (10), backpack, belt pouch, blanket[APG], flint and steel, pot, soap, trail rations (5), waterskin, 3 gp, 5 cp
--------------------
Tracked Resources
--------------------
Bloodrage (7 rounds/day) (Su) - 0/7
Orc Ferocity (1/day) - 0/1
Sling bullets - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Grudge Fighter +1 attack and damage against creatures that attacked you in current combat.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
--------------------
Starting STUFF: Half-Orc male (core race) Age & SIze: 17 years old, 6' 0", 250# (183cm, 113kg)
Epic Fantasy (25 points): Str 17 (15), Dex 14, Con 16, Int 10, Wis 10, Cha 13
starting budget of 75 gp
and an additional 40 gp for weapons for martial types
Background Skills: Each player gets 2 skill points for either Craft, Knowledge, or Profession at 1st level. These are considered class skills. These can be used on one skill a piece or on two individual skills. No additional background skills are awarded past 1st level
Background Skills Chosen:
know (local)
know (nature)
Alternate Racial Traits:
City-Raised (+2 know local, prof. whips & longswords; replaces Orc Weaon Proficiency)
Rock Climber (+1 acrobatics and climb; replaces Intimidating)
Traits (no drawbacks):
Brute (+1 to Intimidate)
Reactionary (+2 to Initiative)
Languages: Aerdi and Orc
First Level Feat - Grudge Fighter (Orc/Half-Orc racial feat); adds +1 (morale) to hit and damage to foes that attack him in a combat (from ARG)
Xunal - Uzorgrang - Half-Orc Bloodrager (didn't see bloodline needed to confirm, dragon right?)(done)
@ GM Chubbleston:
Yes, that is the Draconic (black) bloodrager bloodline for Ûzorgráng.
I assumed it would just be in the Hero Lab BB output.
But apparently not.
Thanks for spotting that for me.
I inserted in it at the end of his stat block.
Got the back story and all its attendant[color=purple] stuff [/color]done.
It was a tough assignment, involving some Espressoand and Turkish coffee (yum, yum).
But annnywaaay, here's what I got:
backstory for Ûzorgráng:
Ûzorgráng is the half-orc son of Grâltár, his half-orc barbarian father, and Shælát, his human sorcerous mother. He inherited his toughness and rage from Grâltár, and his poise and sorcerous traits from Shælát. His sister, Shenmát, lacks her brother's rage, but is a skilled warrior, with more of her mother's sorcerous traits.
Ûzorgráng's parents settled in Shælát's home town of Soklu, where both he and his sister were born. Grâltár has no desire to return to his home in Varisia, much less live there again. Shælát's family, while not rich, is of some means and proud of their pharonic heritage. They have yet to find hard evidence of this heritage, though, as it goes back many centuries.
Not long after reaching manhood, Ûzorgráng joined a caravan to the city of Katapesh to get supplies for the family's modest, but prosperous, shop. Unfortunately, the caravan was set upon by a sizable gnoll war band. Ûzorgráng was one of several caravan members captured by the gnolls but had killed several gnolls in the fighting. Not surprisingly, Ûzorgráng was starved and frequently beaten by his gnoll captors en route to the slave markets in the city of Katapesh.
He soon found himself in the slave stalls of Remmírja, an amoral and pompous slave merchant. Had believed Ûzorgráng's claims of being a citizen from Soklu, he could not have cared less. His profits come ahead of such niceties.
Remmírja soon sold Ûzorgráng to Elohesra, a thoroughly nasty piece of work, and owner of a notorious drinking house called the Silver Gauntlet. As well as selling the expensive potent pesh wine, Oznepesh, the Silver Gauntlet is best known for its vicious pit-fighting arena. Patrons place bets with the house about which hapless victim would die next, or how long some would last before dying. Many killed in the Silver Gauntlet for entertainment were condemned criminals bought by Elohesra for a pittance from the city jails. The Silver Gauntlet also operated with impunity because Elohesra's clients included several city officials, who enjoyed these sadistic blood sports.
With little choice but to kill to survive, Ûzorgráng not only survived for several months of this appalling treatment, he became something of a crowd favourite. Despite becoming something of a draw and money maker for Elohesra, Ûzorgráng was still treated worse than an abused farm animal. He was barely fed much more than needed to survive and kept chained in a pen. His only company was usually the the recently dead from the Silver Gauntlet pit, as well as the rodents who fed off them.
One day, a new ‘acquisition’ of Elohesra was chained up with Ûzorgráng in his pen. One of the rare times someone alive was kept in Ûzorgráng's pen. Hoentin, a nimble halfling, had been caught stealing in the markets of Katapesh, and sold as another criminal to die in the pit of the Silver Gauntlet. Her and Ûzorgráng, both impulsive and talented at improvising, saw in each other a golden opportunity to escape the Silver Gauntlet.
Despite a lack of tools, Hoentin was soon able to unlock her own manacles, and Ûzorgráng's, and soon unlocked their pen. She soon unlocked the pens and chains of the other dozen or so slaves in the Silver Gauntlet's other pens. All were prepared to die trying rather than spend another moment as pit fighters.
As it turned out, the timing of this impromptu escape was near miraculous. Elohesra and his guards, after an especially profitable night, had drunk themselves into a helpless stupor on some Oznepesh. Their bodies, or what was left of them, were hurriedly thrown into the Silver Gauntlet's fighting pit and Ûzorgráng, along with Hoentin and the other slaves made good their escape into the night, armed with the dead guards' weapons, manacles, and whatever makeshift weapons they could lay their hands on. Thanks to Hoentin's skills and Ûzorgráng's brash leadership, they snuck out of the city unnoticed.
Ûzorgráng and the others soon joined a caravan bound for Soklu. The caravan leaders were convinced Ûzorgráng that his rag tag band of mercenaries had fallen on hard times, but ready and capable. They certainly looked the part. On the way to Soklu, there were several small-scale gnoll raids on this caravan. Ûzorgráng and his ‘mercenaries’ handily dealt with them all, making sure none survived. What they lacked in finesse they made up for in savage enthusiasm.
Needless to say, Ûzorgráng's family was overjoyed with his return to Soklu. Leading a now-hardened rag-tag band of hardened fighters no less! They assumed he died months earlier when they received news of his original caravan's attack by a large gnoll mob.
Ûzorgráng and Grâltár soon helped the other escaped slaves settle into Soklu. Most joined the garrison of Soklu. Hoentin, however, decided to work with Shælát in the family shop. It is a happy arrangement. Hoentin not only gets along famously with Shælát and Shenmát, her background makes her useful in securing their shop against thievery.
Although Ûzorgráng's unexpected adventure, or misadventure, turned out far happier than he could have hoped, he soon became bored and restless. His recent ordeal whetted his appetite for the dangerous life of adventuring. Mich like his own parents in their own youth.
A solution to his newfound boredom soon arrived in Soklu in the form of news from Wati, In Osirion. It seems the authorities there will be opening the infamous Wati necropolis, by lottery, to treasure seekers.
Former adventurers themselves, Ûzorgráng's parents soon gave him their blessing to try his own luck in Wati. He soon set out for Wati, safely with numerous caravans. He wants to prove himself a mighty warrior, like his father. He also hopes that Wati will provide proof of his mother's pharonic lineage. And therefore his own; though he does not yet know what he can do with such proof. He will worry about that if and when the time comes.
Though this is doubtless a dangerous endeavour, he is quite happy as he travels to Wati. Even should he die in the attempt, he has already redeemed himself from the disgraced of being forced to kill for the entertainment of a few corrupt and idle rich.
[color=blue]The story is longer than it needs to be, I know.
But I got wrapped up in the fun of the process once I finally got started.[/color]
====================
[color=blue]Here are the other pieces of background information you asked for:[/color]
1. five plus points:
"I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five."
1. Ûzorgráng's father is a barbarian originally from Varisia: his source of rage and martial training
2. Ûzorgráng's mother is a sorceress from Katapesh: his source of black draconic bloodline and smooth-talking
3. Ûzorgráng's mother is descended from an Osirian pharaoh in the distant past; evidence is lacking, of course
4. A younger half-orc sister; probably an eldritch scion magus of the black draconic bloodline
5. Ûzorgráng and his sister were born and raised in Solku, in Western Katapesh, where their parents settled.
6. Was enslaved briefly and forced to fight and kill to survive in a seedy pit fighting in Katapesh.
7. Won't turn to the authorities except as a last resort after his enslavement experience.
8. After being captured and sold into slavery, any excuse is a good excuse to kill Gnolls; even if it means allying with those he normally would not normally associate with
9. He is desperate to prove himself to himself, and his parents and younger sister. Wants to prove himself a formidable warrior like his father and to find concrete proof of his mother's pharonic blood ties.
2. two goals:
"Two goals that you'd like the character to accomplish in-game."
1. To make and prove himself to be a mighty warrior in his own right
2. To find concrete proof of his the pharonic lineage of his mother, and therefore himself and his sister (he has not given any thought to do with this knowledge, should he find it)
3. two secrets:
"Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player are not aware of, in hopes of shocking surprises within the storytelling."
1. [color=blue]Aware of: [/color]When Ûzorgráng led the escape out of slavery, it was his idea to kill Elohesra and the guards. They were all helplessly drunk and killing them was not necessary. It was an act of [justifiable, to Ûzorgráng] hatred
2. [color=red]Unaware of: [/color]Elohesra has children, as well as influential friends in the city of Katapesh; who may or may not be aware of Ûzorgráng and his part in killing their father
4. three to five folks:
"Three to five people that are tied to your PC by blood, love, rivalry, honour, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas."
1. Grâltár ("grahl-TAR"); his father, a proud and formidable barbarian half-orc warrior
2. Shælát ("shail-AT") his mother, his sorcerous mum of distant pharonic lineage
3. Shenmát ("shen-MAT"); his kid sister, who is tough as nails in her own right
4. Hoentin ("hoin-TIN"); the halfling woman who helped him escape slavery
5. Remmírja ("rem-MEER-ja"); the pompous, and ruthless, human slave dealer who sold off Ûzorgráng. He is angry that his name was sullied in the markets with Ûzorgráng´s brutal escape from a customer.
5. three key memories:
"Three key memories that define your character as the person they are at the time of submission."
1. Pleasant childhood; especially being trained in war by his father, Grâltár
2. Abrupt brutal end to childhood by being put into slavery (albeit briefly)
3. The pure hated he felt that caused him to murder Elohesra and his guards when it wasn't necessary
6. fear or paranoia:
"Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own."
Fear of mice [and rats]; from having seen people he was forced to kill being eaten by vermin.
Cause: Ûzorgráng and his fellow slaves were penned in plain sight of the losers, and the rodents feasting on their corpses before the bodies were removed
[color=purple]Ûzorgráng[/color]
Half-orc bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CN Medium humanoid (human, orc)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armour, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +0
Defensive Abilities orc ferocity
--------------------
Offence
--------------------
Speed 40 ft. (30 ft. in armour)
Melee glaive +3 (1d10+3/×3) or
. . spiked chain +3 (2d4+3) or
. . morningstar +3 (1d8+3)
Ranged sling +4 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks bloodrage (6 rounds/day), claws
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 14, Int 12, Wis 8, Cha 13
Base Atk +1; CMB +3; CMD 16
Feats Grudge Fighter[ARG]
Traits armour expert, blood of pharaohs, friend in every town
Skills Acrobatics +4, Climb +3, Diplomacy +4 (+2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Handle Animal +5, Knowledge (arcana) +5, Knowledge (nobility) +6, Perception +3, Sense Motive -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +5, Survival +3; Racial Modifiers +2 Diplomacy
Languages Ancient Osiriani, Common, Orc
SQ fast movement, orc blood, pride
Other Gear scale mail, glaive, morningstar, sling, sling bullets (10), spiked chain, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (5), trail rations (5), waterskin, 4 gp, 9 sp, 5 cp
--------------------
Tracked Resources
--------------------
Bloodrage (6 rounds/day) (Su) - 0/6
Orc Ferocity (1/day) - 0/1
Sling bullets - 0/10
Torch - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Grudge Fighter +1 attack and damage against creatures that attacked you in current combat.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
--------------------
Physical Description
Age, Height, and Weight: 17 years old, 5 ft.7 in. (170 cm), 215 lb. (98 kg)
Skin: Ruddy green
Build: Squat and muscular
Hair: Jet black
Eyes: Light brown
————————————————————
Traits and Drawbacks:
• Armour Expert (combat) . . -1 AC Penalty for armour worn
• Blood of Pharaohs (campaign) . . +1 WILL, and +1 Know (nobility), which is a class skill
• Friend in Every Town (social) . . +1 Diplomacy, which is a class skill
• Pride . . -2 Diplomacy and SM to subject without apology for insults
————————————————————
Racial Traits (§ marks alternate racial traits):
• Sandkin Heritage § . . half-orcs from Northern Garund or Qadira (BoG)
• +2 to one ability score . . Dexterity
• Burning Assurance § . . Sandkin get +2 to Diplomacy (BoG) replaces Intimidating)
• Chain Fighter § . . proficient with flails, and both spiked chains and dire flails are martial weapons (replaces Weapon Familiarity)
• Orc Blood . . both human and half-orc for race effects
• Orc Ferocity . . stays conscious, as disabled, for 1 round a 0 HP or less if not dead
• Skilled § . . +1 skill point per level (replaces Darkvision)
"BoG" = "Bastards of Golarian"
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
====================
Oh, Phew!
Let me know if there's anything I need to change in all that.
Thanks for the consideration!
And the patience it takes to read through posts like mine!
:o
It's Xunal here. I'll be using this alias for Ûzorgráng("oo-zoar-GRANG") for my submission.
The campaign he was in fizzled about 2 years ago, so I'm ust recycling this alias.
Anyway, I got the easy part done. The number crunching.
I've got a few ideas for a back story.
I just have to sit down and put pen to paper first.
Should be done before the deadline, though.
During the meanwhilst, here's his stat block, if you want to have a quick look and let me know if I've made any glaring errors there.
Ûzorgráng's Stat Block:
Half-orc bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CN Medium humanoid (human, orc)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armour, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +0
Defensive Abilities orc ferocity
--------------------
Offence
--------------------
Speed 40 ft. (30 ft. in armour)
Melee glaive +3 (1d10+3/×3) or
. . spiked chain +3 (2d4+3) or
. . morningstar +3 (1d8+3)
Ranged sling +4 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks bloodrage (6 rounds/day), claws
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 14, Int 12, Wis 8, Cha 13
Base Atk +1; CMB +3; CMD 16
Feats Grudge Fighter[ARG]
Traits armour expert, blood of pharaohs, friend in every town
Skills Acrobatics +4, Climb +3, Diplomacy +4 (+2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Handle Animal +5, Knowledge (arcana) +5, Knowledge (nobility) +6, Perception +3, Sense Motive -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +5, Survival +3; Racial Modifiers +2 Diplomacy
Languages Ancient Osiriani, Common, Orc
SQ fast movement, orc blood, pride
Other Gear scale mail, glaive, morningstar, sling, sling bullets (10), spiked chain, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (5), trail rations (5), waterskin, 4 gp, 9 sp, 5 cp
--------------------
Tracked Resources
--------------------
Bloodrage (6 rounds/day) (Su) - 0/6
Orc Ferocity (1/day) - 0/1
Sling bullets - 0/10
Torch - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Grudge Fighter +1 attack and damage against creatures that attacked you in current combat.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
--------------------
Physical Description
Age, Height, and Weight: 17 years old, 5 ft.7 in. (170 cm), 215 lb. (98 kg)
Skin: Ruddy green
Build: Squat and muscular
Hair: Jet black
Eyes: Light brown
————————————————————
Traits and Drawbacks:
• Armour Expert (combat) . . -1 AC Penalty for armour worn
• Blood of Pharaohs (campaign) . . +1 WILL, and +1 Know (nobility), which is a class skill
• Friend in Every Town (social) . . +1 Diplomacy, which is a class skill
• Pride . . -2 Diplomacy and SM to subject without apology for insults
————————————————————
Racial Traits (§ marks alternate racial traits):
• Sandkin Heritage § . . half-orcs from Northern Garund or Qadira
• +2 to one ability score . . Dexterity
• Burning Assurance § . . Sandkin get +2 to Diplomacy (replaces Intimidating)
• Chain Fighter § . . proficient with flails, and both spiked chains and dire flails are martial weapons (replaces Weapon Familiarity)
• Orc Blood . . both human and half-orc for race effects
• Orc Ferocity . . stays conscious, as disabled, for 1 round a 0 HP or less if not dead
• Skilled § . . +1 skill point per level (replaces Darkvision)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
If he lives in the Eastern US, there could have been a lot of weather problems to deal with too. It's been a really bad winter in the Eastern US and Canada this year.
I think it would be safe fighting bandits than arguing with Shyr! Ûzorgráng reflects with a grim smile.
@Julius: I've made that mistake lots of time. Luckily, you've got a good bit of time after making a post to open it again and edit it. Probably about half an hour or so, I think. Mind you, having lots of caffeine first helps!
"Thorgrund and I should stay parallel to the road so we can watch the carts and the others. We can make an ambush of our own that way. We can always follow the tracks later, now that we know where they are."
Ûzorgráng slings his great axe over his back, makes sure Varguthauk is ready at a moment's notice and follows Thorgrund. Making sure he keeps himself between Thorgrund and the road the carts will be on.
He talks to Thorgrund, in Dwarven:
Dwarven:
"I will stay between you and the road, so I can see both and help either quickly. I will let you know if we are getting too far from the carts. I will keep my eyes open for tracks too."
Ûzorgráng will prepare to follow the tracks, near the road. He won't go far enough off the road to lose sight of the cart and the others with it. He will arm himself "lightly" (for him): Varguthauk, his four daggers, twenty of his sling bullets, one of his four bags of caltrops, and his great axe.
"Thorgrund is probably the best to follow the tracks. I will follow him as he tracks and keep both him and the carts in sight when there is trouble."
He will also place a bag of caltrops with each cart, and instruct everyone on how to open the bag and toss them between themselves and any attackers. "These will slow down bandits. Make sure you don't put them in the way of the horses, though."
Arms at hand:
Varguthauk
daggers (4)
sling bullets (20)
bag of caltrops
great axe
Ûzorgráng speaks to Keith: "I was asleep and woke up for some reason to see Shyr and Ashar asleep. Lucky for us I woke when they fell asleep. There were signs several people could have been watching us from that hill. Either they were too cautious or too weak to attack us. But they probably have friends who are less shy and retiring."
Ûzorgráng's eyes light up and blurts out the Orc version of "Struth!"
He looks at the others and says "A witch could have caused magical sleep using a fire."
Then he furrows is brow, and thinks aloud "But if bandits are using a witch's magic, why now take advantage of it?"
He then shrugs. "Does anyone else like the idea of two of us trying to follow the tracks while the rest go on the carts? But only if the tracks are not far from the carts on the road, of course. We don't want to split up and do the bandits a favour!"
"Following the tracks is best. Our 'friends' cannot be far. Strange that they did not attack when they could have." Ûzorgráng scratches his chin and continues: "Their hideout might be big enough for carts. A place to hide loot. And lots of it. Their hideout be near the road in that case. If so, maybe two of us follow the tracks and the rest travel along with the carts. And signal if the bandit tracks do not stay near the road."
I would've said more like a rutting rhinoceros, but anyway …
DM Mode Activated:
He'll head back to report his findings to everyone else. Same cunning plan as on the way over there. When he comes back he will be on the lookout for anything amiss.
Stealth:1d20 - 3 ⇒ (20) - 3 = 17(Wow! He'd actually give rogues a run for their money this time!) Perception:1d20 + 5 ⇒ (17) + 5 = 22(He's much more alert now that he's had his odious sweetmeats!)
Ûzorgráng comes back much quieter than when he left and casually puts away his great axe in the cart it's normally in. "Well! I was partly right. There IS a concealed campsite on the other hill that overlooks this campsite. There are a lot of boot-prints there, but nobody belonging to them. Perhaps we can get Thorgrund to see if he can follow those tracks? He is better at that than I am."
Then he just sits down and has some breakfast as if he had just talked about the weather.
"My stomach is too delicate for coffee. I will have more bone marrow later, when I am more hungry." Says Ûzorgráng. "But anyway… two people falling asleep at the same time while on watch cannot be an accident. But I also don't know why nobody attacked us when they could have. That puzzles me."
After a thoughtful (for him) pause, he stretches and says: "You can all finish your breakfast and I will see what was shining in the moonlight on that hill," he says, pointing to the spot he saw steel glistening…" shan't be long. You'll hear a lot of Orc swears if something goes wrong before I come back.". And without another word, he shambles off, armed to the teeth still, to see what he can find. Of course, he'll start tucking into his usual bone marrow "sweetmeats" as soon as he's just past the camp perimeter.
Stealth:1d20 - 3 ⇒ (1) - 3 = -2(PA-bloody-THETIC! He's outdone himself! He's as stealthy as walrus in a china shop this time!)
Perception:1d20 + 5 ⇒ (8) + 5 = 13(Passable)
I hope that means I got my worst rolls over and done with!
DM Mode Activated:
He won't be suicidal. If he sees a large enough number of enemies going there or back, he'll make a lot of noise by way of bellowing Orc swears and make a fighting withdrawal back. At least that's what he's got on his mind.
Ûzorgráng, disappointed that there was no "action" last night, says to the others: "I saw something steel reflect moonlight. Soon after TWO people fell asleep on their watch. Those things together do not sound right at all to me!"
With that, he goes to the cart with his weapons. He arms himself with his great axe, his ever-present Varguthauk, a bag of caltrops, and his sling with 20 bullets. "I will go to that hilltop, ready to fight, to see what I can find there before we do anything else. Does anyone want to come with me to look, now that it is day time? There may be nothing there, but there may be more. Just one other person, if anyone comes. We do not want to split up more than we need to."
Ûzorgráng will casually walk up to Shyr, Ashar, and Julius. With his back to the opposite hill, he will motion with one hand to indicate he's lying and say "Still tired? Just as well. There is nothing to see out there!"
He will then motion them to be silent and then whisper: "Be alert! There is steel in the moonlight on the opposite hill behind me. Don't know how many. One of you announce you're going to use the piddle pot and quietly wake the others and alert them. Thorogrund especially, he sees in the dark like I can. You will hear loud Orc swears if I see more."
Then in his normal voice "Right! Time for more walking about! Oi! I'm knackered!" and with a fake stretch and yawn he will set out to resume his patrol. Paying special attention to the direction of the opposite hill.
Stealth:1d20 - 3 ⇒ (12) - 3 = 9(Not too bad, for him) Perception:1d20 + 5 ⇒ (3) + 5 = 8(Too many sweetmeats)
Ûzorgráng will start his watch. He is still agitated and will whisper to Julius: "I do not like this, when TWO guards fall asleep. Worrisome! I will start my watch; I am ready for it anyway. I will circle the campsite to stay awake for my watch. I will try being quiet, but I am not good at that."
He will continually patrol the campsite perimeter: armed with Varguthauk, his Guisarme, sling and sling bullets. He will keep just outside of Julius' vision so he can use his darkvision to see what can be seen past the campfire's light and be near enough to respond to any trouble.
Stealth:1d20 - 3 ⇒ (4) - 3 = 1(like a bull in a china shop) Perception:1d20 + 5 ⇒ (20) + 5 = 25(but he is sharp as a tack tonight)
He will occasionally eat on his usual bone marrow "sweetmeats" to keep from getting hungry while walking circles around the camp.
Every few minutes he will go back to the campsite to make sure nothing else has gone amiss with the worry of both Shyr and Ashar had nodding off.
Ûzorgráng hisses, in Orc, "WHAT THE F***??" and gets up, donning his armour and arming himself as quickly and quietly as possible.
Stealth:1d20 - 3 ⇒ (12) - 3 = 9Untrained, wearing armour
Ûzorgráng isn't making a lot of noise, but the adrenaline makes it seem like every move he makes sounds like he's banging pots and pans together.
#1 For Julius:
He'll rush over to Julius and wake him up roughly, and will clamp his hand over Julius mouth if he starts talking and just whisper "Shyr and Ashar look like they fell asleep. Prepare yourself, in case anything worse has happened. But be quiet about it!"
#2 For Shyr & Ashar:
Ûzorgráng will then go to wake Shyr and then Ashar. Again if they start talking, he'll quickly clamp his hand over their mouths with an iron grip and hiss "SHHH! Bandits might be here! What happened?"
#3 is for Shyr, Ashar, and the DM
#3 Recon:
If he's satisfied that all that happened was that Shyr and Ashar just nodded off he'll chastise each of them with a quick lesson in whispered Orc swear words and then tell them he's pleased they're unharmed. He will then proceed to check the rest of the camp to make sure nothing else is amiss.
Perception:1d20 + 5 ⇒ (10) + 5 = 15
That's why I like the charisma based spell-casters. Less paperwork for things like spells regained. Ûzorgráng still has a couple levels to worry about that yet, though. Although he will need his beauty rest. And more than a little, I suspect! :D
Ûzorgráng likes that idea. "It will let me have my Guisarme ready for extra reach in the dark, and I will be able to use my sling too. They might not expect either of those things."
Funny you should mention that. One of my Christmas pressies was an official (sort of) Ministry of Silly Walks watch! It's the best! The minute hand is a straight leg, the hour hand is a bent leg, and the second hand is a hand holding an umbrella. And John Cleese in bowler hat at 12 o'clock is the centre bit. It's terrific. It's very silly. AND it keeps good time too!
"I shall stay near the wagons for now." says Ûzorgráng.
He then turns to Shry and Keith and whispers "Mostly because I can see in the dark if there are any problems. This looks like a good place for bandits to visit at night."
He will then scour the grounds as if searching for small kindling, but actually be looking for tell-tale debris from previous battles: expensive pottery shards, arrow heads, discarded valuables that may have been trod upon in a panicked escape, etcetera, etcetera.
Perception:1d20 + 5 ⇒ (1) + 5 = 6 And he'll probably find some pretty flowers instead :P
Ûzorgráng nods in agreement with Julius. But stays a bit closer to the camp. Trying to keep himself about half way between Julius & Thorgrund and the camp, so he can respond quickly to either.
He will gather up kindling for starting a fire. Like Julius he will also look for tracks and try to spot where they might lead:.
Speaking quietly, in case there are prying ears and eyes around Ûzorgráng says:"Perhaps we should camp here for the night? It's higher ground. Easier to defend. We can have a fire going: only Thorogrund and I can see in the dark if there is trouble. We would need to have a watch of two, in shifts, all night."
"These woods look promising." Ûzorgráng says. He makes sure he's near the cart with his arms inside, so he can grab either his guisarme or Lucerne hammer; 12-foot long pole arms couldn't really be disguised. He has a sling bullet in hand to make a quick shot when needed. And keeps his eyes open for trouble.
Perception:1d20 + 5 ⇒ (5) + 5 = 10 Good thing I invested in Perception with a roll like that!
Ûzorgráng spends time trying his hand and disguising his armour with old peasants' rags on top. He will also wear a cloak and cowl to try and hide his obvious Half-Orc features.
Disguise:1d20 + 1 ⇒ (18) + 1 = 19 (untrained)
WOO-HOO! I hope I get rolls like that in combat!
Well pleased with his efforts: "Ûzorgráng thinks his disguise is good! Even Shyr is not giggling. Much"
Well done on the party face bit, Ashar! Your diplomatic skills rival the Intimidation skills of Ûzorgráng (even though he's a bit of a sissy, socially).
Ûzorgráng finishes pouting as soon as he's had dinner, and a few pints, and joins the others to take part in the planning for the ambush.
"I feel better now. What does Ûzorgráng need to do to help?"
"Just so long I don't have to wear a silly disguise! I'd rather face a dozen armed bandits on my own than have Shyr giggling at me again!" he muses.
The "mighty warrior", Ûzorgráng, has shuffled off to dinner and bed, being laid low by Shyr with obvious embarrassment. He's not too worried about people understanding his Dwarven, as it was a jest.