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

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I saw that one, too, but it seems a bit too niche, IMO.

Trip is useful and has its place, but it's not always appropriate for a situation. If we went with Coordinated Maneuvers, it would add a +2 bonus to all maneuvers, so our people could Trip better, Bull Rush better, Sunder better, etc., as needed and even simultaneously during the fighting if necessary, as different people engage different targets.

Yet it is almost guaranteed to succeed. I mean, Coordinated Maneuvers is more flexible, I know, but unless all our men also get Powerful Maneuvers, we are stuck with disarm, trip, feint, dirty tricks and reposition and steal without provoking an Attack of Opportunity. We can't bull rush or sunder yet, unless you plan on evetually at level 6 having that feat?

I feel like it is too good to pass for a flat 10% increase in being good in the rest of the things. It is not like we can't also attept the others, but this is an almost guaranteed and significant debuff.
 
[X] Spar with your men, thanks to Inge's healing you can be a good bit freer with live steel

C'mon people, just one more step to being better than average warriors.
(I mean, they technically are better than most common warriors we faced, but that is due to good equipment and PC-support, more than innate skill)
 
[X] Spar with your men, thanks to Inge's healing you can be a good bit freer with live steel

Yep, let's handle their level up before we face more pirates.
 
@DragonParadox, that was the last fight our men needed to reach level 3, right? Will us sparring with them be the catalyst that pushes them into their level ups? And how is the progress for Tom's retraining into a Fighter coming?

[X] Spar with your men, thanks to Inge's healing you can be a good bit freer with live steel
 
Yet it is almost guaranteed to succeed. I mean, Coordinated Maneuvers is more flexible, I know, but unless all our men also get Powerful Maneuvers, we are stuck with disarm, trip, feint, dirty tricks and reposition and steal without provoking an Attack of Opportunity. We can't bull rush or sunder yet, unless you plan on evetually at level 6 having that feat?

I feel like it is too good to pass for a flat 10% increase in being good in the rest of the things. It is not like we can't also attept the others, but this is an almost guaranteed and significant debuff.
There's more to it than raw numbers, since battlefield positioning is also important. We're not likely to be fighting in neat orderly lines very often.

Speaking of Powerful Maneuvers, though, I wouldn't mind our melee-focused men getting it as their 5th level feat. They're NPC Warriors, so trying to get fancy with their builds is not going to work out too well, but we can give them both Deft and Powerful Maneuvers so that they'll have a lot of solid options for any situation and can use Aid Another to assist with those maneuvers.

Just think, at 3rd level, with Deft Maneuvers and under the effects of Tom's Coordinated Maneuvers, each of our men (Tom included) would have a CMB to Trip of +9, or +11 if one of the men assists with Aid Another. The Combat Maneuver Defense of a level 3 Warrior with a +1 STR and no DEX bonus (the same as our men are about to be) is only 14.

When you only need a roll of 5 or better to succeed (or 3 if you have help from someone using Aid Another), rerolls aren't really necessary most of the time.
 
There's more to it than raw numbers, since battlefield positioning is also important. We're not likely to be fighting in neat orderly lines very often.

Speaking of Powerful Maneuvers, though, I wouldn't mind our melee-focused men getting it as their 5th level feat. They're NPC Warriors, so trying to get fancy with their builds is not going to work out too well, but we can give them both Deft and Powerful Maneuvers so that they'll have a lot of solid options for any situation and can use Aid Another to assist with those maneuvers.

Just think, at 3rd level, with Deft Maneuvers and under the effects of Tom's Coordinated Maneuvers, each of our men (Tom included) would have a CMB to Trip of +9, or +11 if one of the men assists with Aid Another. The Combat Maneuver Defense of a level 3 Warrior with a +1 STR and no DEX bonus (the same as our men are about to be) is only 14.

When you only need a roll of 5 or better to succeed (or 3 if you have help from someone using Aid Another), rerolls aren't really necessary most of the time.

Hmmm. Wasn't factoring Aid another, and to be fair we could fit them with disarm or trip weapons eventually.

Yeah, I like the idea of giving them both maneuver feats

EDIT: how about we fit them with Halberds or something next turn? Something better and more flexible than spears.
 
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Hmmm. Wasn't factoring Aid another, and to be fair we could fit them with disarm or trip weapons eventually.

Yeah, I like the idea of giving them both maneuver feats

EDIT: how about we fit them with Halberds or something next turn? Something better and more flexible than spears.
I was wondering about the possibility of retraining their Weapon Focus from the Spears group to Polearms instead. Their Pikeman's Training feat means they can still use them one-handed along with their shields, so using a Halberd or Bill would be a straight mechanical upgrade.
 
I was wondering about the possibility of retraining their Weapon Focus from the Spears group to Polearms instead. Their Pikeman's Training feat means they can still use them one-handed along with their shields, so using a Halberd or Bill would be a straight mechanical upgrade.

That was exactly what I was thinking about. Some more damage and tactical utility
 
[X] Spar with your men, thanks to Inge's healing you can be a good bit freer with live steel
 
[X] Spar with your men, thanks to Inge's healing you can be a good bit freer with live steel
-> Can we include Silver in some of the sparring for practice against large creatures/monsters?

After the recent sabotage attempts, I think this will help build morale. If we can include Silver, that may help him fit in more and help more people get used to him.
 
Arc 6 Post 14: Spar on the Sea
Spar on the Sea

Thirty Seventh of Olweje-hamba (Olweje Descending) 1348 A. L. (After Landfall)

By now sparring on a tilting deck has grown if not truly comfortable than at least familiar enough to be getting on with. You had learned to stay out oft he way of nets and Inge is kept busy repairing broken spears by the dozen, but noose enough you get more bold, swords and spears, daggers and arrowheads flashing rain or shine. It had become something of a deckside entertainment whenever the space is not needed for the workings of the ship, one that sees guests from the Pride take their own turn at spectating, and even make the odd bet, once the blood begins to fly.

Spears are not the only thing Inge can mend so you start to be a little more bold in how you wield the sword or strike out with the shield, in the sorts of falls you are willing to take if it gets you where you want to be. The instincts of ten years at war and the voice of every instructor you had as a boy are practically screaming at you not to take those sorts of risks in a spar, but you trust in Inge's skills and odd as it is to think you have even come to trust Ikomi, something you are told even her own faithful are not encouraged to do.

The cuts and scrapes grow deeper, and the broken bones follow soon after and then... well mayhap fighting one against three was not your brightest idea. I really should have watched for that spear as well... Being stabbed in the neck does not hurt near as much as one might think it should, though that may be because of all the blood making it hard to breathe.

"My Lord I... I... Mary Mother of God..." Poor George is beside himself with terror at your state, which makes it all the more troubling that you cannot seem to speak properly.

A small hand finds yours, a cold numbness shooting up it to your heart and from there higher to the neck, the blood slows, stops. "I did ask you to fight like that man, if anything I should be apologizing to you for exposing you to the no doubt ill-favored sight of myself wearing all this blood." Turning to where Esha was sitting to one side you ask, mostly in jest if there is some spell for cleaning blood.

"There is a knack to it though not one I ever bothered to learn," she replies much to your surprise, then with a laugh that comes as suddenly as a flash of sunlight on a cloudy day she adds. "Perhaps I had best learn it,"

For a moment you are tempted to ask her to take part, but you do not think the men are quite ready to expose themselves to sorcery nor to see you struggle against its power and you fear Esha might take an invitation to spar privately ill... or worse still she will take it well tease you about it. Instead mayhap you could call another: "Silver, care to try your hand at shipboard battle?"

"Alas I lack for hands," your friend counters dryly and to general amusement, though not many of them laugh long. The hooves of a warhorse are dangerous enough when they are only the weapons of a trained beast. When guided a mind as intelligent as any man if not more so... well it is no surprise he wins three against one.

Still, when all the broken bones mended it cannot be denied that all those who are with you on this journey have learned well the hard lessons this world had to teach, whether in the flight of an arrow, the strike of a spear or the sweep of a sword. None of you are who you were on that night half a year ago and that will hopefully serve you well not only to live but to thrive in the days ahead.

What did your men at arms learn from battles past?

[] Write in level up for men at arms (Archers; net wielders; spearmen)

OOC: Rather short, but hopefully you guys like it as a bit of character building.
 
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I was about to slot in Precise Shot for our archers after realizing that Point Blank Shot doesn't exist using EitR rules and is no longer a prerequisite, then I noticed they already have it. That means they can get Rapid Shot earlier than I was expecting! :drevil:

[X] Spearmen Level Up
-[X] Class: +1 Warrior
-[X] Feat: Deft Maneuvers
-[X] Skills (2 points): +1 Perception, +1 Ride

[X] Archer Level Up
-[X] Class: +1 Warrior
-[X] Feat: Rapid Shot
-[X] Skills (2 points): +1 Perception, +1 Ride

[X] Net-Fighter Level Up
-[X] Class: +1 Warrior
-[X] Feat: Net Maneuvering
-[X] Skills (2 points): +1 Perception, +1 Ride
 
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