Wrote a blurb for Mors Umber

Mors Umber

Hardy enough to shrug off the blows of warriors half his age, and strong enough to deal such gruesome wounds in return that few who face him ever live to see old age in turn, Mors Umber might be counted living proof, if ever there was need, that the blood of giants flows in the veins of the Lords of Last Hearth. Grim though he may be with an axe in hand, there are burdens even his broad shoulders could not shrug off, and so he oft sought refuge at the bottom of the tankard, or more precisely the barrel. It was thus he earned the name he has carried for more winters than he cares to recall. 'Crowsfood', for when one of the sly birds plucked out his eye while he lay insensate by the road. Yet the world is changed and with it might fortune's wheel spin again.

By magic might an eye pop back into its socket and a lost daughter be found again. Mors has even grudgingly come to accept that his daughter was wed to a man of the Thenns of the Far North. In his own way, at least. He no longer ponders the edge of his axe whenever his newfound godson is nearby. There are far more deserving necks to cleave by an edge of Valyrian Steel.

Also the sheets for Jeyne and Rhaella have bene updated, thanks again @Goldfish
Made a few edits to the blurb, DP. We crafted some stuff for Mors last night. I think I have enough time this morning to update his sheet. If not, I'll get it to you this evening.
 
Here's an updated sheets for Mors, @DragonParadox.

BTW, are his poor Intelligence and Wisdom attributes including the +2 bonus he gets for being in the Old age category? If so, he must have been riding the edge of being genuinely mentally retarded in his youth.

Name: Mors Umber
Alias: Crowfood
Age: 58
Alignment:
Race:
Human (Medium Humanoid)
Level: 8
Class: Fighter 2/Barbarian 6
Feats: Intimidating Prowess, Power Attack, Cornugon Smash, Imperious Command, Intimidating Rage, Instantaneous Rage, Improved Bullrush
Flaw: Grudge Keeper
Class Features: Bonus Feats, Fast Movement, Rage (2/day), Uncanny Dodge, Improved Uncanny Dodge, Dashing Step
Skill Tricks: Never Outnumbered

HP:
74
AC: 10 + 11 (Reinforced Segmented Fullplate +2) + 2 vs Evil (Deflection) = 21/23
Movement: 30ft + 30ft (Boots) = 60ft
Initiative: +0
Attack: +8 (BAB) +4(STR) +2(ENH) = +15/10 (1d12+8/x3)
Weapon Proficiency: All Simple and Martial
Immunities: Possession/Mental Control

STATS:
16 +2 = 18 (+4) Strength
8 + 2 = 10 (+0) Dexterity
14 +2 = 16 (+3) Constitution
9 + 1 = 10 (+0) Intelligence
9 + 1 = 10 (+0) Wisdom
16 (+3) Charisma

SAVES
FORTITUDE: 8 + 3 + 2 = 11/13
REFLEX: 2 + 2 = 2/4
WILL: 2 + 2 = 2/4

SKILLS:
Diplomacy: 2 + 3 (CHA) = 5
Knowledge (History): 5 + 0 (INT) = 5
Intimidate: 11 + 3 (CHA) +4 (STR) = 18
Spot: 6 + 0 (WIS) = 6
Survival: 5 + 0 (WIS) = 5

Dashing Step (Ex): You do not take a -2 penalty to Armor Class when charging. Furthermore, you add one-third of your barbarian level to your AC against attacks of opportunity when charging.

Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Boots of Speed:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
Earring of Arcane Acuity: +1 Intelligence, +1 Wisdom
  1. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Equipment: Amulet of Tears, Boneward Belt (+2 CON), Boots of Speed, Earring of Arcane Acuity, Gloves of Hero's Strength (+2 STR, +2 DEX), Greater Ribbon of Disguise, Handy Haversack, Reinforced Segmented Valyrian Steel Fullplate (+2), Ring of Protection from Evil, Valyrian Steel Dagger (+2), Valyrian Steel Greataxe (+2)
 
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Here's an updated sheets for Mors, @DragonParadox.

BTW, are his poor Intelligence and Wisdom attributes including the +2 bonus he gets for being in the Old age category? If so, he must have been riding the edge of being genuinely mentally retarded in his youth.

In his case it was more like being constitutionally opposed to book learning so he did not get as much natural growth in those skills as a child.
 
@Goldfish, given a budget of 3600 IM, what would you prioritize for a knight?
Got a few minutes while my truck defrosts.

Is this knight going to be one of our people, who get VS weapons and armor crafted for them by default now? That changes things somewhat if the full 3600 IM is needed for weapon and armor enchanting. I'll assume it's a knight with our backing, and thus one who gets the full adventurer package.

Amulet of Tears - 230 IM
Earring of Arcane Acuity - 340 IM
Healing Belt w/+2 Constitution & Belt of One Mighty Blow effect - 663 IM (or +1 if CON score is an odd number)
Gloves of Hero's Strength (+2 Strength) - 400 IM (or +1 if STR score is an odd number)
Boots of Speed (Anklets of Translocation + 30ft Enhancement bonus to ground speed) - 510 IM
Ring of Protection from Evil - 400 IM
Ring of Sustenance - 250 IM
Handy Haversack - 200 IM
Greatreach Bracers w/Bracers of Quickstrike efffect - 410 IM
Total: 3,403 IM

Gotta go now.
 
Also, @Azel, depending on what is spent on other stat boosters, a +1 or even +2 Dexterity upgrade on the gloves might be warranted for 100 or 400 IM. Same with a possible Wisdom boost on the earring.
 
If the knight isn't one of ours, assuming he purchases a masterwork armor, shield, and weapon, that will run about 427 IM.

If he gets it enchanted to be +1, that'll run another 200 IM each for the shield and armor and 400 for the weapon.

The prices for the other stuff I posted up above are doubled if he's having to purchase them, too.
 
Yikes. The North really is a shithole country. I new the place had regular famines, but this is really concerning. Clearly it's worse than I thought.
It's compounded by the fact that he's not the lord of his house and he was in Sorcerer's Deep against the wishes of his nephew. Even if he had the support, most of the gold would have still gone towards simply surviving Winter.

You're right, the North is a bit of a shithole.
 
If the knight isn't one of ours, assuming he purchases a masterwork armor, shield, and weapon, that will run about 427 IM.

If he gets it enchanted to be +1, that'll run another 200 IM each for the shield and armor and 400 for the weapon.

The prices for the other stuff I posted up above are doubled if he's having to purchase them, too.
It's kinda one of your knights, but you never made him equipment so far and neither will he request any.
 
Did we make any equipment for the guy we recently raised from the dead, the one who fled to Braavos for and with us as kids?
Ser Derry? Nope.

We haven't actually made much individualized gear this month. Most of our capacity has been devoted to strategic stuff and getting the Griffin Knights equipped, but we do have enough leftover to gear up some folks.
 
Ser Derry? Nope.

We haven't actually made much individualized gear this month. Most of our capacity has been devoted to strategic stuff and getting the Griffin Knights equipped, but we do have enough leftover to gear up some folks.
I don't think he's supposed to go adventuring anyway, so he can stay unequiped for while yet.
Unless he's the person Azel talks about.
 
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