doghead
thotd
Tsu'koka
Background expanded.
Tsu'koka, male Hobgoblin Brd10 | Medium-size humaniod (goblinoid) | HD 10d6+20, hp 62 | Init +3 | Spd 30 ft | AC 19 (+2 Studded Lthr, DarkWood Buckler, +3 Dex), Touch 13, Flat Footed 16 | BAB +7/+2, +1 Mace (+10, 1d8+3 x2 Bludge), +1 Short Comp (+2 Str) Bow (+11 1d6+3 x3 70' Piercing) | SA n/a | SQ DarkVision 60', Bardic Knowledge, Bardic Music | AL NE | SV Fort +7, Ref +10, Will +9 | Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 16 (+3).
Skills & Feats
Class: Bluff 5/+8 (Cha), Concentration 5/+7 (Con), Decipher Script 3/+4 (Int), Diplomacy 3/+6 (Cha), Gather Information 5/+8 (Cha), Hide 5/+8 (Dex), Knowledge (History) 5/+6 (Int), Listen 8/+10 (Wis), Move Silently 5/+12 (+4 Racial, Dex), Perform (Sing) 12/+15 (Cha), Perform (Oration) 4/+7 (Cha), Sense Motive 5/+7 (Wis), Sleight of Hand 3/+6 (Dex), Speak Language 4 (n/a), Spellcraft 5/+6 (Int).
Cross Class: Intimidate 4/+7 (Cha), Ride 3/+6 (Dex).
Feats: Combat Casting, Mounted Combat, Power Attack, Point Blank Shot, Spell Focus (Enchantment).
Languages: Goblin, Common, Draconic, Dwarven, Giant, Infernal, Orc.
Spells Known
6 x 0th: Detect Magic, Flare, Light, Lullaby, Message, Read Magic.
4 x 1st: Alarm, Cause Fear, Cure Light Wounds, Remove Fear,
4 x 2nd: Blur, Cure Moderate Wounds, GlitterDust, Scare.
4 x 3rd: Cure Serious Wounds, Dispel Magic, Good Hope, Haste.
2 x 4th: Neutralise Poison, Summon Monster IV.
Equipment
Darkwood Buckler (205gp), Dire Wolf + Military Saddle & Saddlebags (215gp), two big daggars (5gp), short sword (10gp), 1 x Smokestick (20gp), 2 x Thunderstone (60gp), the usual crap that soldiers carry around (200gp).
[Total 715gp]
Magic.
+1 Unholy Mace, heavy (18324gp).
+1 Shortbow, composite (+2 Str) (Elf Bane, 8600gp).
+2 Studded Leather Armour (4200gp).
+2 Ring of Protection (8000gp).
Wand of CMW (50 charges, 4500gp) "Inspirational Lash".
Wand of CLW (50 charges, freebie).
Feather Token (2 x Swan Boat, 900gp)
3 x Scroll, Identify (375gp)
2 x Scroll, Unseen Servant (50gp)
Efficient Quiver (1800gp: [60] 50 Arrows (3gp), 3 CLW Wands, 3 SmokeSticks (60gp); [18] 8 Javlins (8gp), 4 ShortSpears (4gp); [6] 3 LongSpears (15gp), 1 Short Comp Bow (75gp), Longsword (30gp) [SubTotal 1995gp] )
[Total 46944gp]
Money (50,000 gp; max 25k on one item)
341gp
2 x black pearl (1000gp)
Song Speakers
Song Speakers begin life riding with the troops, inspiring courage and motivating the flagging with their chants and music, and their lash. During the nights they prowl the camps reciting the stories of the great warriors and rooting out weakness. Gather Info, Intimidate, Move Silently, Listen and Perform skills are most valued amoung the young Song Speakers, as are healing and psycological spells.
Song Speakers who survive long enough usually find themselve the war lords' messenger, negotiator and spy. Bluff, Diplomacy, Sense Motive as well as the sneaking and info gathering skills all become important.
Song Speakers are usually a little more pragmatic than most, seeing the laws and codes as tools rather than restrictions.
Background
Life has not been good to Tsu'koka recently. His lord's army is in tatters, his own unit has been scattered and the stinking elves are breathing down all of their throats. Just as it looked as if he stood to take his place amoung his lord's retinue.
And now he prowls with his mount through the darkened forests, looking for someway to escape. Once more he carefully checks the shadows, listens intently to the noises of the forest. Bloody elves can hide up a rats arse. Unable to see or hear anything, they move out of the shadows and carefully continue on their way.
As he slunk through the forest, his nerves gangling and frayed, another part of his mind remembered. He remembered his first battle, being overwhelmed by the elves, the Song Speaker being cut down, the surge of panic that ran through the unit, the shuddering halt as it lost momentum and courage, the wild madness that made him snatch up the dead Song Speaker's drum and begin to pound away at it madly infecting the others with his fury, a fury that drove them forward again. It was not magic, that time. Just madness. But they made him a Song Speaker nevertheless.
He remembered his journey to present himself before three other Song Speakers, his pride at the acceptance of two of them, his fury at the rejection of the third, the smell of the old Song Speaker as he slept moments before Tsu'koka slit his throat. Afterwards, he had stood over the body and wondered how many warriors would now have die to pay the price of his ambition.
He remembered the years spent relentlessly, furiously the units around him, the boiling seething cold rage that wanted to smash and distroy all that came before them before they could do the same to his fighters, his riders, his archers. How many had he saved? It was enough. More than enough to have paid any debt!
Why was he remembering this? Why did it all seem so ... unimportant? NO! He was everything he had desired to be. He was a Song Speaker. A great Song Speaker. Units fought amoung themselves to have him ride with them. He was ... but he could think of nothing.
A snarl twisted his lips and with a grunt he jams his heels into his mount. The giant Wolf leaps forward and together they crash through the forest.
The stars are beautiful tonight. When was the last time I noticed? It is a beautiful night to die. Come on you bastards! Dance with me! Dance with me and we shall have a celebration of blood and pain and death!
Dire Wolf
Large Animal Hit Dice: 9d8+45 (95 hp) | Initiative: +4 | Speed: 50 ft. (10 squares) | Armor Class: 18 (ミ1 size, +5 Dex, +4 natural), touch 14, flat-footed 13 | Base Attack/Grapple: +4/+15 Attack: Bite +16 melee (1d8+12) Full Attack: Bite +16 melee (1d8+12) Space/Reach: 10 ft./5 ft. | Special Attacks: Trip | Special Qualities: Low-light vision, scent | Saves: Fort +10, Ref +79 Will +7 | Abilities: Str 29, Dex 19, Con 20, Int 2, Wis 14, Cha 8 | Skills: Hide +2, Listen +9, Move Silently +6, Spot +9, Survival +4* | Feats: Alertness, Run, TrackB, Weapon Focus (bite) | Challenge Rating: 5 | Alignment: Neutral |
Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.
Background expanded.
Tsu'koka, male Hobgoblin Brd10 | Medium-size humaniod (goblinoid) | HD 10d6+20, hp 62 | Init +3 | Spd 30 ft | AC 19 (+2 Studded Lthr, DarkWood Buckler, +3 Dex), Touch 13, Flat Footed 16 | BAB +7/+2, +1 Mace (+10, 1d8+3 x2 Bludge), +1 Short Comp (+2 Str) Bow (+11 1d6+3 x3 70' Piercing) | SA n/a | SQ DarkVision 60', Bardic Knowledge, Bardic Music | AL NE | SV Fort +7, Ref +10, Will +9 | Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 16 (+3).
Skills & Feats
Class: Bluff 5/+8 (Cha), Concentration 5/+7 (Con), Decipher Script 3/+4 (Int), Diplomacy 3/+6 (Cha), Gather Information 5/+8 (Cha), Hide 5/+8 (Dex), Knowledge (History) 5/+6 (Int), Listen 8/+10 (Wis), Move Silently 5/+12 (+4 Racial, Dex), Perform (Sing) 12/+15 (Cha), Perform (Oration) 4/+7 (Cha), Sense Motive 5/+7 (Wis), Sleight of Hand 3/+6 (Dex), Speak Language 4 (n/a), Spellcraft 5/+6 (Int).
Cross Class: Intimidate 4/+7 (Cha), Ride 3/+6 (Dex).
Feats: Combat Casting, Mounted Combat, Power Attack, Point Blank Shot, Spell Focus (Enchantment).
Languages: Goblin, Common, Draconic, Dwarven, Giant, Infernal, Orc.
Spells Known
6 x 0th: Detect Magic, Flare, Light, Lullaby, Message, Read Magic.
4 x 1st: Alarm, Cause Fear, Cure Light Wounds, Remove Fear,
4 x 2nd: Blur, Cure Moderate Wounds, GlitterDust, Scare.
4 x 3rd: Cure Serious Wounds, Dispel Magic, Good Hope, Haste.
2 x 4th: Neutralise Poison, Summon Monster IV.
Equipment
Darkwood Buckler (205gp), Dire Wolf + Military Saddle & Saddlebags (215gp), two big daggars (5gp), short sword (10gp), 1 x Smokestick (20gp), 2 x Thunderstone (60gp), the usual crap that soldiers carry around (200gp).
[Total 715gp]
Magic.
+1 Unholy Mace, heavy (18324gp).
+1 Shortbow, composite (+2 Str) (Elf Bane, 8600gp).
+2 Studded Leather Armour (4200gp).
+2 Ring of Protection (8000gp).
Wand of CMW (50 charges, 4500gp) "Inspirational Lash".
Wand of CLW (50 charges, freebie).
Feather Token (2 x Swan Boat, 900gp)
3 x Scroll, Identify (375gp)
2 x Scroll, Unseen Servant (50gp)
Efficient Quiver (1800gp: [60] 50 Arrows (3gp), 3 CLW Wands, 3 SmokeSticks (60gp); [18] 8 Javlins (8gp), 4 ShortSpears (4gp); [6] 3 LongSpears (15gp), 1 Short Comp Bow (75gp), Longsword (30gp) [SubTotal 1995gp] )
[Total 46944gp]
Money (50,000 gp; max 25k on one item)
341gp
2 x black pearl (1000gp)
Song Speakers
Song Speakers begin life riding with the troops, inspiring courage and motivating the flagging with their chants and music, and their lash. During the nights they prowl the camps reciting the stories of the great warriors and rooting out weakness. Gather Info, Intimidate, Move Silently, Listen and Perform skills are most valued amoung the young Song Speakers, as are healing and psycological spells.
Song Speakers who survive long enough usually find themselve the war lords' messenger, negotiator and spy. Bluff, Diplomacy, Sense Motive as well as the sneaking and info gathering skills all become important.
Song Speakers are usually a little more pragmatic than most, seeing the laws and codes as tools rather than restrictions.
Background
Life has not been good to Tsu'koka recently. His lord's army is in tatters, his own unit has been scattered and the stinking elves are breathing down all of their throats. Just as it looked as if he stood to take his place amoung his lord's retinue.
And now he prowls with his mount through the darkened forests, looking for someway to escape. Once more he carefully checks the shadows, listens intently to the noises of the forest. Bloody elves can hide up a rats arse. Unable to see or hear anything, they move out of the shadows and carefully continue on their way.
As he slunk through the forest, his nerves gangling and frayed, another part of his mind remembered. He remembered his first battle, being overwhelmed by the elves, the Song Speaker being cut down, the surge of panic that ran through the unit, the shuddering halt as it lost momentum and courage, the wild madness that made him snatch up the dead Song Speaker's drum and begin to pound away at it madly infecting the others with his fury, a fury that drove them forward again. It was not magic, that time. Just madness. But they made him a Song Speaker nevertheless.
He remembered his journey to present himself before three other Song Speakers, his pride at the acceptance of two of them, his fury at the rejection of the third, the smell of the old Song Speaker as he slept moments before Tsu'koka slit his throat. Afterwards, he had stood over the body and wondered how many warriors would now have die to pay the price of his ambition.
He remembered the years spent relentlessly, furiously the units around him, the boiling seething cold rage that wanted to smash and distroy all that came before them before they could do the same to his fighters, his riders, his archers. How many had he saved? It was enough. More than enough to have paid any debt!
Why was he remembering this? Why did it all seem so ... unimportant? NO! He was everything he had desired to be. He was a Song Speaker. A great Song Speaker. Units fought amoung themselves to have him ride with them. He was ... but he could think of nothing.
A snarl twisted his lips and with a grunt he jams his heels into his mount. The giant Wolf leaps forward and together they crash through the forest.
The stars are beautiful tonight. When was the last time I noticed? It is a beautiful night to die. Come on you bastards! Dance with me! Dance with me and we shall have a celebration of blood and pain and death!
Dire Wolf
Large Animal Hit Dice: 9d8+45 (95 hp) | Initiative: +4 | Speed: 50 ft. (10 squares) | Armor Class: 18 (ミ1 size, +5 Dex, +4 natural), touch 14, flat-footed 13 | Base Attack/Grapple: +4/+15 Attack: Bite +16 melee (1d8+12) Full Attack: Bite +16 melee (1d8+12) Space/Reach: 10 ft./5 ft. | Special Attacks: Trip | Special Qualities: Low-light vision, scent | Saves: Fort +10, Ref +79 Will +7 | Abilities: Str 29, Dex 19, Con 20, Int 2, Wis 14, Cha 8 | Skills: Hide +2, Listen +9, Move Silently +6, Spot +9, Survival +4* | Feats: Alertness, Run, TrackB, Weapon Focus (bite) | Challenge Rating: 5 | Alignment: Neutral |
Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.
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