Age of Ice and Blood: A Pathfinder System Heroic Fantasy Quest

Voting is open
I agree with the general thought that we need to do something cool or important with it before it gets a name.

[X] No, you'll name it later, when (or if) you accomplish great deeds with it.
 
Well this time I can't have misread it and it is (oddly enough) not baguette. :V

Vote closed.
Adhoc vote count started by DragonParadox on Oct 14, 2021 at 5:19 PM, finished with 26 posts and 13 votes.
 
Arc 4 Post 25: Where Wisdom Begins
Where Wisdom Begins

Twenty Fourth Day of Olweje-eza (Olweje Ascending) 1348 A. L. (After Landfall)

Nameless is the blade at your hip until you should accomplish some deed worthy of an name. The last three days have revealed no grand battles, and found no natural treasures to add to Zaia's collection. Indeed you are not entirely sure what you are even looking for among the windswept coastal shrub-land south of the city. "At least there are no strange eyes looking at us from between the branches," Silver snorts when you dismount to give him a change to drink from a small eye of water gathered in a slight dip in the otherwise flat land. His drinking alone is enough to lower the level of the water.

If it weren't for the rains sweeping in from the sea islands would be as dry as the Egyptian desert according to Zaia and you see no reason to doubt him in that, nor in the prediction that with the height of summer most of the water here will be gone and even the trees further north will struggle, living off what dew they can gather in their branches until the rains return.

The trouble is that no matter how meticulous an accounting he makes of the nature of the island, the supernatural eludes you both. Local legends of healing flowers find such hidden gems as Marry thistle, St John's Wort and Wormwood, all have their uses and all have their place, but though the doctor dutifully takes some of every plant into his satchel it is clear that is not what he had been looking for, what he had been hoping for.

"Given all we have found and seen of late that was beyond my understanding of the world my hopes had been uncommonly high that we would keep finding such. Alas that fortune seems to have deserted me. If there is any sorcery in the brewing of these plants than I suspect it is with the rituals whispered upon them and not with their fundamental nature," the man admits with a rueful shake of the head. "I fear that I have lead you upon wandering ways with naught to show for it."

"Naught of recompense perhaps, not naught of peril either," you note to scattered cheers from the rest of your company. From the sounds of things the men had been at first afraid the doctor would lead them back into the woods where trees walk like men, but he had no such intent, having learned from Ohun that the more troublesome spirits of the land take as poorly to thieves as they do to trespassers and they are all too willing to name such over petty cause for their own profit or simply for their own entertainment.

"You are right of course," he gives a soft laugh. "Almost I feel the heedlessness of youth has overtaken me at the renewed realization of how true the words of Socrates still ring."

"What words are those?" you ask intrigued.

"True wisdom comes to each of us when we realize how little we understand about life, ourselves, and the world around us," he replies softly, half lost in his own thoughts perhaps, or simply suffering under the heat of the noonday sun.

"A humble man," you note. "Was he a saint or merely a scholar?"

"He lived long before the Risen Christ, how long ago is a matter of some debate, though his words were fair enough to carry echoing from quill to parchment down the long ages of the world." Again a pause as he considers his next words. "He was clear sighted, if accounts of his life are to be believed enough so as to be a thorn in the side of the mighty of that age and so they tried him and so he perished before his time."

"Almost a saint then, but for the hour of his birth..." Lost among the years as you are lost upon the miles of a strange world, you cannot help but think. "It seems a burdensome thing to be a saint or even near one, but I hope to at least manage humility and perhaps some day even wisdom."

"That you can jest of it proves that you are near the mark."

As the time comes to sail away from Lirman if becomes clear that it is not wise to take all of the horses with you, two of the mares are with foal so now the question arises do you leave some of your men behind or do you trust the locals Antonio hired to see to his business with the task?

[] Leave it to the locals to care for the horses you leave behind

[] Leave some of your men behind to care for the horses
-[] Write in how many and optionally who


OOC: Between choosing to interrupt the action and some low rolls Zaia did not find anything magical so here's a bit more character building for both him and Roland.
 
I don't trust the Iranea not to try to take payment from our horses.

I'd rather take them and risk miscarriage, rather than risk them getting killed and our men injured
 
How many mares do we have? If the two die how badly would that hose our horse breeding?

That said I'm not sure we can leave an escort strong enough to deal with irenea mess if it really pops off.
 
Last edited:
How long do we plan for the coming journey to last, @DragonParadox?

Horse gestation is typically 11 to 12 months, so the mares should not be super far along in their pregnancies if we are only gone a few months.
 
Last edited:
How long do we plan for the coming journey to last, @DragonParadox?

Horse gestation is typically 11 to 12 months, so the mares should be super far along their pregnancies if we are only gone a few months.

Well about as long as your journey here so a month on the journey, then another month sailing around the Blue Sea and finally a month back. you guys should be back before Ashinu, which is to say fall, because the fall winds are supposed to help carry you back west.

You should keep in mind though that the journey is just generally dangerous for horses, you were lucky to lose none to the passage here so if you do take all of them it is putting all your eggs in one basket.

Anyway good night guys, see you tomorrow as we sail back into the city that had originally been planed as the setting of arc two
 
Okay, I don't think we can take the horses with us, even on a relatively short trip. Internet research tells me that it can be mostly safe to transport pregnant mares up to the 10 month of gestation, but that is generally in a trailer with suspension and smooth roads, not a dark, dank ship's hold that rocks with the waves and doesn't allow for much in the way of exercise.

I would favor leaving another one or two of our men behind, but I don't want to leave us shorthanded if we end up fighting pirates or other neerdowells. Do y'all want to leave behind fewer or more? I'm not dead set on leaving two, though I want to keep all if the archers with us for possible ship-to-ship combat.

[X] Leave some of your men behind to care for the horses
-[X] Two spearmen selected from those with the most familiarity with horses, along with three more of our geldings. We will also leave funds with Antonio's local contacts to hire on an additional guard for our property, horses included.
--[X] The spearmen will be instructed to always maintain a night watch, both to protect themselves and the horses.
--[X] Before we depart, we will make it known that we would like to gift one the new foals to the king when they are born as thanks for welcoming us to his kingdom. When the foals are born, assuming both are healthy, he will be able to choose which to take as his own once they are weaned from their mothers and ready to be on their own.
-[X] With five fewer horses to accommodate in the hold, we will be able to take on additional provisions for those horses we are bringing with us, prioritizing Silver's dietary preferences where possible.
 
Last edited:
Okay, I don't think we can take the horses with us, even on a relatively short trip. Internet research tells me that it can be mostly safe to transport pregnant mares up to the 10 month of gestation, but that is generally in a trailer with suspension and smooth roads, not a dark, dank ship's hold that rocks with the waves and doesn't allow for much in the way of exercise.

I would favor leaving another one or two of our men behind, but I don't want to leave us shorthanded if we end up fighting pirates or other neerdowells. Do y'all want to leave behind fewer or more? I'm not dead set on leaving two, though I want to keep all if the archers with us for possible ship-to-ship combat.

[X] Leave some of your men behind to care for the horses
-[X] Two spearmen selected from those with the most familiarity with horses, along with three more of our geldings. We will also leave funds with Antonio's local contacts to hire on an additional guard for our property, horses included.
--[X] The spearmen will be instructed to always maintain a night watch, both to protect themselves and the horses.
-[X] With five fewer horses to accommodate in the hold, we will be able to take on additional provisions for those horses we are bringing with us, prioritizing Silver's dietary preferences where possible.

How about the power play of gifting a future horse to the King? That way nobody would dare touch our horses. unless they are full idiots and are willing to go against the king himself.
 
@DragonParadox, here's Antonio's updated character sheet with his latest level up. Also included Roland's new sword, Zaia's retraining (-1 Diplomacy, +1 Use Magic Device), and cleaned up a bit of stuff on the various sheets (fixed Zaia's save bonus, alphabetized feats because I'm OCD like that, etc).

It looks like we overlooked a bonus feat on Zaia's latest level up. His Scholar ability should have let him learn an additional non-combat feat in exchange for not getting a Sneak Attack bonus at 3rd level. We should probably vote for it, I guess, but Skill Focus (Craft[Alchemy]) seems like a good choice to me for him, since we want to pump that as high as we can so he will be able to reliably produce Alchemical items.
Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 4 (4000/9000 XP)
Class: Cavalier 4 (Courtly Knight, Honor Guard), Order of the Dragon
Feats: Combat Reflexes, Improved Initiative, Bodyguard (B), Mounted Combat
Traits: Influence (Diplomacy), Cooperative Combatant

HP: 30/30
AC: 10 + 1 (DEX) + 7 (Banded Mail) + 3 (Shield) = 21
Initiative: +1 (DEX) + 4 (Improved Initiative) = +5
Attack:
  • Masterwork Bronze Longsword: +4 (BaB) + 2 (STR) + 1 (MW) = +7 [1d8+2; Critical19-20/x2 Slashing]
    • when using Power Attack: +5 [1d8+6]
  • Cold Iron Short Sword: +4 (BaB) + 2 (STR) = +6 [1d6+2; Critical19-20/x2; Slashing]
    • when using Power Attack: +4 [1d6+6]
  • Lance: +4 (BaB) + 2 (STR) = +6 [1d8+2; Criticalx3; Piercing]
    • when using Power Attack: +4 [1d8+6]
    • when Charging: +6 [2d8+4]
      • w/Power Attack: +4 [2d8+12]
  • Longbow: +4 (BaB) + 1 (DEX) = +5 [1d8; Critical x3; Piercing]
Weapon proficiency: Longsword, Lance, Longbow, Dagger, Short Sword

STATS:
14 (+2) Strength
12 (+1) Dexterity
13 (+1) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
16 (+3) Charisma

SAVES:
FORTITUDE: 4 + 1 (CON) = 5
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) = 1

Special:
+2 Resistance bonus vs Mind-Affecting Effects

SKILLS:
Bluff: 2 (Courtly Knight) + 3 (CHA) = 5
Diplomacy: 7 + 3 (CHA) + 2 (Courtly Knight) + 1 (Influence) = 13
Handle Animal: 6 + 3 (CHA) + 2 (ET) = 11
Intimidate: 7 + 3 (CHA) + 2 (Courtly Knight) = 12
Perception: 7 + 0 (WIS) + 2 (Alertness w/Mount) = 7/9
Ride: 7 + 1 (DEX) = 8
Sense Motive: 7 + 2 (Courtly Knight) + 2 (Alertness w/Mount) = 9/11
Survival: 4 + 0 (WIS) + 1 (OotD Protection) = 4/5

Special Abilities:
  • Intercept: An Honor Guard learns to better disrupt the attacks of his enemies. When an adjacent ally is attacked, he may use an Attack of Opportunity to attempt the Aid Another action to improve his ally's AC.
  • Aid Allies: Whenever an Order of the Dragon cavalier uses the Aid Another action to assist one of his allies, the ally receives a +3 bonus to his Attack Roll, Saving Throw, or skill check, and +4 bonus to his Armor Class.
  • Mounted Combat: 1/round when your mount is hit in combat, you may attempt a Ride check as an Immediate Action to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
  • Expert Trainer: The Cavalier receives a +2 bonus (1/2 Cavalier level) whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
  • Challenge: 2/day, a Cavalier can Challenge a foe to combat. As a Swift Action, the Cavalier chooses one target within sight to challenge.
    • The Challenge remains in effect until the target is dead or unconscious or until the combat ends.
    • The Cavalier's melee attacks deal +4 extra damage (equal to Cavalier level) whenever the attacks are made against the target of his Challenge.
    • Challenging a foe requires much of the Cavalier's concentration. The Cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his Challenge.
    • Whenever an Order of the Dragon Cavalier issues a Challenge, his allies receive a +2 Circumstance bonus on melee Attack Rolls against the target of his Challenge whenever he is threatening the target.
    • Whenever an Honor Guard issues a Challenge, he can select one ally as his ward for the duration of the Challenge. Whenever the Honor Guard is adjacent to his ward, he takes a -1 penalty to Armor Class, and the ward receives a +1 Dodge bonus to AC.
Additional Equipment of Note: Cold Iron Short Sword, Steel Longsword

Medallion of Mind Sentinel

Appearance: A ring wrought of flowing yellow gold in the shape of a dragon or a serpent swallowing its tail. Eyes green as grass sparkle by moonlight and by sunlight.

Ability: The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately allows the wearer to roll a second saving throw to resist the effect as a free action. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of jewelry.

Spell-Break Shield

Appearance: Of shining bronze unmarred is the face of this shield, as a mirror to the light of sun and moon and of the hidden realms beyond. What meaning the runes set about its rim might have you cannot say, yet when the power of some spell or enchantment it upon the bearer they burn white as forge's fire.


Abilities:
  • +1 AC (Constant)
  • When affected by a spell of levels 1-3 the bearer may choose as a free action to roll 3d6 for Spell Resistance. If the resulting SR is defeated by more than a margin of 10, the shield gains the Broken condition. If this is repeated with the shield already broken it is destroyed. (3/Day)
Silver
Heavy Horse (Combat Trained, Bodyguard Archetype)
N Large Magical Beast (Augmented Animal)
Init +5; Senses low-light vision, scent; Perception +12 (+14 w/Alertness)

DEFENSE:
AC 22, touch 14, flat-footed 17 (+5 Dex, -1 size, +4 natural, +4 chain shirt)
HP 61 (6d8+30)
Fort +10, Ref +10 (+2 vs Falling), Will +5 (+2 vs Fear, +4 on subsequent rounds if allowed)

OFFENSE:
Speed 50 ft.
Melee bite +8 (1d4+5), 2 hooves +8 (1d6+5)
Space 10 ft.; Reach 5 ft.

STATISTICS:
Str 21, Dex 20, Con 21, Int 11, Wis 17, Cha 14
Base Atk +4; CMB +10; CMD 25 (29 vs. trip)
Feats: Bodyguard, Combat Reflexes, Light Armor Proficiency (B), Run (B), Sure-Footed Stride
Skills: +13 Acrobatics, +12 Perception (+14 w/Alertness), +11 Swim (+9 w/Armor Check Penalty)

SPECIAL ABILITIES:
  • Shared Vigilance (Ex): You and your designated companion gain Alertness as a bonus feat whenever you are adjacent.
  • Evasion (Ex): If you are subjected to an attack that normally allows a Reflex saving throw for half damage, you take no damage if you make a successful saving throw.
  • Tenacious Guardian (Ex): You can always act in a surprise round (though you remain flat-footed until you act). As long as your ward is adjacent, you remain conscious (though you become staggered) when your hit points fall below 0. While below 0 hit points, you lose 1 hit point per round but gain a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to your Constitution score plus your total hit dice.

Companions
Name: Zaia of Alexandria
Alignment:
Age: 45
Race: Human (Middle-Aged)
Level: 3
Class: Rogue 3 (Poisoner, Underground Chemist)
Feats: Amateur Investigator (B), Cosmopolitan (Knowledge Astrology & Nature), Improvisational Healer, Skill Focus (Alchemy), Skill Focus (Heal)
Rogue Talents: Swift Poison
Traits: Artisan (Alchemy), Helpless, Scholar of Ruins (Knowledge Geography), Trained Medic

HP: 23/23
AC: 10 + 1 (DEX) = 11
Initiative: +1 (DEX)
Attack:
  • Acid: +2 (BaB) + 1 (DEX) = +3 [1d6+4; 5 splash damage]
  • Dagger: +2 (BaB) + 1 (MW) + 1 (DEX) = +4 (1d4-2 + Poison)
Weapon proficiency: Dagger
Note: = +3/6 of a Rogue Talent from Favored Class

STATS:
7 (-2) Strength
12 (+1) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
14 (+2) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 3 + 1 (DEX) = 4
WILL: 1 + 2 (WIS) = 3

Special:
N/A

SKILLS:
Craft (Alchemy): 6 + 4 (INT) + 1 (UC) + 2 (Artisan) + 3 (SF) = 16
Diplomacy: 5 + 1 (CHA) = 6
Disguise: 6 + 1 (CHA) = 7
Heal: 6 + 2 (WIS) + 3 (SF) + 2 (TM) = 11/13*
Knowledge (Astrology): 6 + 4 (INT) = 10
Knowledge (Geography): 6 + 4 (INT) = 10**
Knowledge (Local): 6 + 4 (INT) = 10**
Knowledge (Nature): 5 + 4 (INT) = 10**
Linguistics: 6 + 4 (INT) = 10
Perception: 6 + 2 (WIS) = 8
Profession (Herbalist): 6 + 2 (WIS) = 8
Sense Motive: 6 + 2 (WIS) = 8
Use Magic Device: 1 + 1 (CHA) = 2

*Against Diseases and Poisons
**Halved when Dealing with the world he now finds himself in due to its strange nature. Does not apply to magical beings

Special Abilities:
  • Non-magical: Knowing no magic Zaia cannot apply it to his Alchemy.
  • Swift Poison: You can apply poison to a weapon as a Move Action, instead of a Standard Action.
  • Poison Use: You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a blade.
  • Helpless: The first time per combat encounter that an ally within 30 feet falls Unconscious or dies as the result of an attack, you are Dazed until the end of your next turn.
  • Scholar: As a man of letters not battle, you do not gain Sneak Attack bonus and instead learn a feat whenever you would gain such, similar to the Adventurer, but able to pick only non-combat feats.
  • Chemical Weapons: You are able to retrieve an Alchemical item as if drawing a weapon. You add your Intelligence modifier to damage dealt with splash weapons, including any splash damage. You add 1/2 your level to Craft (Alchemy) checks.
  • Master Poisoner: You can use Craft (Alchemy) to change the type of a poison. This requires 1 hour of work with an Alchemist's lab and a Craft (Alchemy) skill check with a DC equal to the poison's DC. If successful, the poison's type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. You also receive a bonus on Craft (Alchemy) skill checks when working with poison equal to 1/2 your Rogue level.
  • Amateur Investigator: 4/Day (INT modifier), you can expend one use of Inspiration as a Free Action to add +1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use Inspiration only once per skill check. Your pool of Inspiration refreshes each day, typically after you get a restful night's sleep.
  • Improvisational Healer: When attempting a Heal check that normally requires a healer's kit, you don't take a penalty on the check for not having a healer's kit. When you use a healer's kit, you can augment it with improvised supplies, gaining an additional +2 Circumstance bonus on your check. Finally, you can treat any potion of Cure Light Wounds, potion of Cure Moderate Wounds, or potion of Cure Serious Wounds you drink yourself or administer to another character as though its caster level were equal to the number of ranks you have in the Heal skill. The spell's normal limitations apply; for example, a potion of Cure Light Wounds can cure a maximum of 1d8+5 points of damage, even if you have more than 5 ranks in the Heal skill.
Splash Weapons and Poisons:
8x Acid Vials
4x Black Adder Venom
5x Greenblood Oil
12x Potion of Cure Light Wounds (1d8+5)

Name: Inge
Alias: Sea-seeker
Alignment: Chaotic Neutral
Age: 9
Race: Human (Small Humanoid Child)
Level: 2
Class: Witch 2 (Ley Line Guardian, Sea Witch)
Feats: Extra Hex* Touch of the Sea (Stage One)**
Traits: Easy Target, Savage, Guiding Spirit
Class Features: Patron (Storms)

*Feat consumed to allow the character to take both archetypes
**Benefits apply to Water spells not evil

HP: 10/10
AC: 10 +3 (DEX) +1 (Size) -1 (Easy Target) = 13
Initiative: +3 (DEX)
Attack: 0 (BaB) +1 (Size) = +1
Spell Save: 10 +3 (INT) +1 (Water) + spell level
Weapon Proficiency: Staff

STATS:
7 (-2) Strength
16 (+3) Dexterity
12 (+1) Constitution
16 (+3) Intelligence
10 (+0) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 0 +1 (CON) = 1
REFLEX: 0 +3 (DEX) = 3
WILL: 2 +0 (WIS) = 2

Special:
+2 Resistance bonus against ongoing effects

SKILLS:
Intimidate: 4 +1 (CHA) = 5
Knowledge (arcana): 5 +3 (INT) = 8
Knowledge (nature): 5 +3 (INT) +1 (Savage) = 9
Spellcraft: 5 +3 (INT) = 8
Survival: 5 +0 (WIS) +1 (Savage) = 6
Heal: 5 + 0 (WIS) = 5

Spells Known (CL 2):
Level 0: Detect Magic, Guidance, Light, Stabilize, Mending (At will)
Level 1: Snowball, Obscuring Mist, Touch of the Sea (5/day)

Spell-like Abilities:
Hexes:
  • Healing (18/Day; [Witch Level x INT bonus] x 3)
Special Abilities
Conduit Surge:
At 1st level, a ley line guardian is adept at channeling energy from ley lines to enhance her own spells. As a swift action, she can increase her effective caster level for the next spell she casts in that round by 1d4–1 levels. After performing a conduit surge, the ley line guardian must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become staggered for a number of minutes equal to the level of the spell cast. (4/Day)
Sea Creature Empathy: A sea witch can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using wild empathy. The sea witch uses her witch level as her druid level for this ability. If the sea witch has wild empathy from another class, her witch levels stack with the other class's levels to determine her wild empathy bonus for these kinds of creatures.
Guiding Spirit: Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day.



Description: Honey gold crystal bursting forth from roots of silver, this crystal seems more akin to some fruit of the earth than anything mined by the hand of man. Having once been forged for a respected and much beloved midwife and healer of the Boar Folk of Lirman this stone seeks to preserve its bearer against all the ills of the Border Woods, from poison to dark enchantment.

Ability: The Stone of Safekeeping grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the stone heals the wearer for 2d8+3 points of damage and then crumbles to dust.

Name: Antonio Giustiniani
Alignment: True Neutral
Age: 38
Race: Human
Level: 3
Class: Rogue (Consigliere)
Feats: Drunkard's Recovery, Fast Learner, Master of the Ledger, Persuasive (B) Weapon Finesse (B)
Rogue Talents: +2d6 Sneak Attack, Charmer, Convincing Attitude, Finesse Rogue
Traits: Doubt, Hardly a Fool, Inspiring Speaker, Iron Liver

HP: 23/23
AC: 10 + 2 (DEX) = 12
Initiative: +2 (DEX)
Attack: +2 (BaB) + 1 (DEX) = +3
Weapon proficiency: Light Crossbow; Rapier; Dagger

STATS:
8 (-1) Strength
13 (+1) Dexterity
14 (+2) Constitution
16 (+3) Intelligence
12 (+1) Wisdom
14 (+2) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = 3
REFLEX: 3 + 1 (DEX) = 4
WILL: 1 + 1 (WIS) = 2

Special:
+1 Against Illusion Spells
+2 Against Poison or Drugs
+4 Against the effects of Alcohol

SKILLS:
Appraise: 6 + 3 (INT) + 2 (MotL) = 11
Bluff: 6 + 2 (CHA) = 8
Climb: 6 - 1 (STR) = 5
Diplomacy: 6 + 2 (CHA) +2 (Persuasive) = 10/11**
Knowledge (Local): 6 + 3 (INT) = 9
Knowledge (Nobility): 6 + 3 (INT) = 9
Linguistics 6 + 3 (INT) = 9
Perception: 6 + 1 (WIS) = 7
Profession (Sailor): 6 + 1 (WIS) + 2 (MotL) = 9
Sense Motive: 6 + 1 (WIS) + 1 (Hardly a Fool) = 8/12*
Stealth 6 + 1 (DEX) = 7
Swim: 6 - 1 (STR) = 5

*Bonus applies to the Hunch task when dealing with anyone in some way related to your Profession (Sailor) skill.
**When dealing with people associated with the marketplaces in which you have invested.

Special Abilities:
  • Charmer: Re-roll Diplomacy 1/day.
  • Inspiring Speaker: You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.
  • Doubt: Whenever you fail a skill or ability check, you take a -4 penalty on that type of skill or ability check for the next hour.
  • Drunkard's Recovery: If you are dying and a creature gives you at least a sip of alcohol (a standard action for an adjacent creature), you immediately stabilize.
  • Convincing Attitude: If you attempt a Diplomacy check and fail to influence a creature's attitude by 5 or more, the creature's attitude remains unchanged instead of decreasing by one step.
 
Last edited:
I like @Tomcost 's idea since with a small escort I'd worry about an "accident".

[X] goldfish

I know we talked about getting him the Alchemist class. Is there anything that would help prep for that?
 
Last edited:
And if we say that we'll gift foals to king?
How about the power play of gifting a future horse to the King? That way nobody would dare touch our horses. unless they are full idiots and are willing to go against the king himself.
I've added this to my plan, everyone.

--[] Before we depart, we will make it known that we would like to gift one the new foals to the king when they are born as thanks for welcoming us to his kingdom. When the foals are born, assuming both are healthy, he will be able to choose which to take as his own once they are weaned from their mothers and ready to be on their own.
 
I like @Tomcost 's idea since with a small escort I'd worry about an "accident".

[X] goldfish

I know we talked about getting him the Alchemist class. Is there anything that would help prep for that?
You mean for Zaia? We're already working on that as best we can. He's been doing a lot of research, some experimentation, and we've gotten him instruction as we are able. Recently, we were able to get him a bit of training to learn some minor rituals and magic-adjacent stuff, basically giving him the Use Magic Device skill. Hopefully, he'll soon have that "Eureka!" moment and become a true Alchemist.
 
Voting is open
Back
Top