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

Voting is open
Those are all fine as replacements.

Sorry this is brief, I have to go now
No worries. Thanks, DP.

Glad I got this ready a couple days ago. 🤓

[X] Zaia, The Alchemist Rebuild
-[X] Class: Alchemist [Fire Bomber] 3
-[X] Class Bonus: +3 Hit Points
-[X] Traits: Artisan (Alchemy), Scholar of Ruins (Knowledge Geography)
-[X] Feats: Extra Discovery (Infusion), Skill Focus (Alchemy), Skill Focus (Heal)
-[X] Skills (27 points):
--[X] Cross-Class Skills: Knowledge (Astrology) 1, Knowledge (Local) 1
--[X] Class Skills: Craft (Alchemy) 3, Heal 3, Knowledge (Arcana) 1, Knowledge (Geography) 2, Knowledge (Nature) 2, Linguistics 3, Perception 3, Profession (Herbalist) 3, Sense Motive 3, Spellcraft 1, Use Magic Device 1
-[X] Alchemy
--[X] Discovery: Infusion, Tanglefoot Bomb
--[X] Extract Formulae:
---[X] 1st Level: Bomber's Eye, Comprehend Languages, Crafter's Fortune
, Cure Light Wounds, Disguise Self, Endure Elements, Heightened Awareness, Shield, Targeted Bomb Admixture, Tears to Wine
---[X] 2nd Level: Focused Scrutiny, Human Potential, See Invisibility
 
Last edited:
So DP has given the go ahead to replace Inge's 2nd level Gust of Wind bonus spell from her Sea Witch Archetype with a different, more fitting spell.

Here's the list of potential choices I came up with: Aboleth's Lung, Aquatic Cavalry, Cloud of Seasickness, Eagle Eye, Sea Steed, or Track Ship.

Almost any of them are better than Gust of Wind, IMO, except for Track Ship, and even it isn't awful. I'm partial to Aboleth's Lung, Aquatic Cavalry, and Eagle Eye.

With Aboleth's Lung, I would seriously consider having her learn Spectral Touch instead of Web. That would let her use Aboleth's Lung as an absolutely brutal ranged Touch attack from a fairly good distance without endangering herself, plus she could use it for ranged healing via CLW spells and maybe Healing Hex. Spectral Hand would also work well with other Touch spells she might learn in the future, like Touch of Blindness.

Aquatic Cavalry would give us some good options for fast swimming and really long duration aquatic mounts. Inge can Summon two of them right now for up to 4 hours, or if she uses Conduit Surge she's have a 50% chance of being able to Summon three that would last 6 or 7 hours. Not going to be useful every day, but when it is, it's really useful. Also opens up the underwater portions of the sea to us in a way we can't really access, even using Inge's Touch of the Sea spell because of its short duration.

Eagle Eye would let Inge see her surroundings as if she were really high, up to 400 feet, plus 40 feet/level. That's decent to good for recon on land, but fantastic at sea. I found a simple chart that shows the distance you can see to the horizon based on altitude that illustrates just how effective this spell could be. If there was a lookout assigned on Marcella who was 30 feet high, they would only be able to see about 7.25 miles, while Inge's current 560 feet maximum altitude would let her see 30+ miles. I'm not sure how fast Marcella can sail, but from a quick Google search it looks like she might average around 4.5 miles per hour. If that's the case, Inge could use Eagle Eye to spot stuff at least 6 or 7 hours away, if not much further if we're moving at a slower speed for some reason, versus less than two hours away using a regular lookout. This would be a great way to avoid pirates and other hazards.
 
With Aboleth's Lung, I would seriously consider having her learn Spectral Touch instead of Web. That would let her use Aboleth's Lung as an absolutely brutal ranged Touch attack from a fairly good distance without endangering herself, plus she could use it for ranged healing via CLW spells and maybe Healing Hex. Spectral Hand would also work well with other Touch spells she might learn in the future, like Touch of Blindness.
I don't know if Aboleth's Lung is that great as a combat-spell.
I mean, it will kill a person, which is nice, but here's the rules:
[h2][/h2]
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.
That means a regular human has 20 rounds time, half that much if he takes an action each round.
That is enough to fight two average fights in D&D.
And it is no consolation to know that a foe will die in two minutes if he is attacking and killing our people, or dying to their spears, in that time.
 
I don't know if Aboleth's Lung is that great as a combat-spell.
I mean, it will kill a person, which is nice, but here's the rules:

That means a regular human has 20 rounds time, half that much if he takes an action each round.
That is enough to fight two average fights in D&D.
And it is no consolation to know that a foe will die in two minutes if he is attacking and killing our people, or dying to their spears, in that time.
Those are ideal conditions, when you know you need to hold your breath and can prepare. If you're in the middle of combat and heavily exerting yourself, you aren't going to have taken a deep breath to get ready and you are going to consume oxygen much more quickly. More importantly, almost any living creature that suddenly loses the ability to breath is going to panic immediately. It's not expressly mentioned in the spell's text, but it should be considered when actually used for combat purposes.

And even in the rare instances where something doesn't panic and try to flee or do whatever it can to breath but instead keeps attacking, nothing says we can't just run away and kite it until it dies.

It's not purely a combat spell, though, so it's difficult to judge it on those merits alone.

What do you think about Aquatic Cavalry and Eagle Eye?
 
Maybe I do not understand something, but only Aboleth's Lung is available for Witch.
 
Maybe I do not understand something, but only Aboleth's Lung is available for Witch.
We're talking about replacing the 2nd level bonus spell Inge receives from her Sea Witch Archetype with something more fitting than Gust of Wind. Bonus spells from Archetypes, Spirit Patrons, Cleric Domains, etc., often make spells available to the caster that aren't normally on their regular spell list. That's the cast with a lot of the spells I recommended to replace Gust of Wind.
 
Those are ideal conditions, when you know you need to hold your breath and can prepare. If you're in the middle of combat and heavily exerting yourself, you aren't going to have taken a deep breath to get ready and you are going to consume oxygen much more quickly. More importantly, almost any living creature that suddenly loses the ability to breath is going to panic immediately. It's not expressly mentioned in the spell's text, but it should be considered when actually used for combat purposes.
The thing is, heavy exertion is already simulated by making each action taken cost a round of breath.
Even so, the duration is half as long, still enough for a fight.

And yes, panic is possible, but the reaction might also be "kill the caster to break the curse".
I do like Aboleth's Lung and want it for water-breathing, but I do not think it's an efficient combat-spell in most situations.
 
The thing is, heavy exertion is already simulated by making each action taken cost a round of breath.
Even so, the duration is half as long, still enough for a fight.

And yes, panic is possible, but the reaction might also be "kill the caster to break the curse".
I do like Aboleth's Lung and want it for water-breathing, but I do not think it's an efficient combat-spell in most situations.
I'm going to go with Eagle Eye for her bonus spell. I like Aboleth's Lung for its utility and Aquatic Cavalry for the duration and number of mounts, but I think Eagle Eye is by far the most useful option and fits really well for Inge.

She can cast it twice a day, once in the morning and another in the afternoon in order to give Antonio very good information about their surroundings, everything from other ships and nearby land, to approaching storms and the occasional underwater hazards.
 
@DragonParadox, double "to":
"Our work here is done, thanks in no small part to to your aid.

[X] Goldfish

I'm going to go with Eagle Eye for her bonus spell.
I think we were going to establish a colony of seagulls on Marcella for Inge to train and use, and this seems a fitting job for them, being on lookout high in the sky, as they can fly even higher and have better vision than humans. If the seagulls could do the job, maybe Inge should get another spell?
 
Last edited:
Vote closed.
Adhoc vote count started by DragonParadox on Jan 2, 2022 at 10:21 AM, finished with 14 posts and 6 votes.
 
Arc 9 Post 1: Winter's Grasp
Winter's Grasp

Thirteenth Day of Ashinu-hamba (Ashinu Descendant) 1348 A. L. (After Landfall)

By the time the ships make sail out of Stormhaven clouds already cover the northern skies, a threat that goes for three days unfulfilled. Yet on the night of that third day Inge wakes from a black dream with news for the captain. "Storm is coming, crowned in lightning and wreathed in frost," this is her warning and it is well made for that night the wind begins to whistle sharp and cutting across the ship, sinking the chill of winter into your very bones. Then at some dark hour you cannot name rain begins to fall down all at once as though God had taken his warding hand from the world. Lightning reaches out across the sky like skeletal fingers illuminating faces filled with fear or grim resolve, each by their own measure.

Sailors tie themselves with lifelines to hold fast against the tempest, and at times find ropes where there had been none before, which none question their good fortune. As you rush across the wildly tilting deck to save a crate of fresh supplies which had been affixed there so as to make more room for trade goods in the hold you feel one of those same ropes slither past your foot like a serpent and cling fast to your ankle. Tom and Nico join you but it seems too little too late as the uppermost crate smashes down, narrowly missing you only to smash open and reveal a silvery pile of dead fish that would at last see their graves in the sea.

"Push!" you call out desperately, the pile of crates too large and the angle of the deck too steep.

Just then the ship swings a little straighter, the weight on your back a little less and you thank Providence for the good fortune, though your relief is short-lived.

Inge is scrambling across the deck, her eyes aflame with cold light as she calls down the favor of fickle Ikomi with abandon and from her right hand spinning bone white webs to keep men safe in the rigging, paying little heed to her own safety. A swell washes over the gunwale and washes the girl away under your horrified gaze.

Just before she is about to go over Ziku grabs the trailing rope and pulls her back with all his might.

Though you can see the pain on her face from the jostling as she smashes against the southerner's chest the girl does not say anything more. There is a flash of healing light and then she is off again, offering good fortune and healing both.

Dawn finds a ragged crew three sailors short of what it had been the night before, though the ship is eerily unharmed, snapped rope and torn sail all mended. According to Antonio there wasn't any water in the bilges, which is a thing unheard of after a storm of such fury. Thankfully the other ships had fared almost as well, with the longship's sleek hull cutting over the tops of waves that might have drowned a more broad ship and the Pride of Koire making due with skill, luck and perhaps the hand of Inoko through the hand of his servant Moru for the fact theirs had never been a ship meant for these waters.

13 sailors are washed overboard and lost (3 from the Marcella, 4 from the Longship, 6 from the Pride of Koire)

"She's taking on water fast, not sure if we can fix her without going ashore and the land is wild here..." Antonio sighs.

To your surprise though Esha smiles. "And here I thought I would not find a use for the Invocation of the First Principle. Get me to that ship and I will sea it fixed." She is as good as her word, using a spell Ipsit had made use of to mend the hurts of his macabre servants to pull together wood that had been broken and warped.

"Strangest thing I ever saw, she healed wood like it was flesh," Antonio would later exclaim, seemingly forgetting in the moment that ten months ago healing flesh with a touch would have seemed a miracle.

Esha learns Repair Light Damage

Who do you spend the most time with to on the journey back to Apuku?

Choose Three:

[] Antonio, to learn more of the life and journeys of the man you followed into these cold unforgiving waters

[] Zaia, most of his time is taken up by study, but he is more than willing to expound on what he had learned to any who might listen

[] Inge, the girl has been showing more and more reckless courage these past few weeks and while you are proud of her you worry just the same

[] Esha, now that she has a weapon she has expressed interest in sparring with you, though making use of weapon and spell alike so that she might make a good showing

[] Tom, over the past season he has grown to be more than just the head of your men-at-arms, yet both of you act around the other as though you were still on a journey with Verley and its fields at the end. The men follow you by their vows, perhaps it is time to establish more formal pay

[] Pebble in Swift Rushing Waters, or Swift Pebble for short, the otter-kin you unwittingly dragged into a battle. You could certainly use more of her help as an interpreter, if she is willing to give it

[] Moru, tell him of the lady you saw in a dream in Oromo of the Hundred Towers and ask for his judgement if this is the hand of the same evil that infected Ulf

[] Ziku, he has known what it is like to be a man with a four hoofed friend and companion for far longer than you, perhaps he has some pointers, or if not at least some interesting stories

[] Wanderer, see what he thinks of your service so far and do your best to get him some better equipment and training in it

[] Write in


OOC: Approval vote, not a plan this time around, there is really not that much synergy to social votes.
 
Last edited:
@DragonParadox, double "to":

[X] Goldfish

I think we were going to establish a colony of seagulls on Marcella for Inge to train and use, and this seems a fitting job for them, being on lookout high in the sky, as they can fly even higher and have better vision than humans. If the seagulls could do the job, maybe Inge should get another spell?
The seagulls are still just regular birds. They might be able to carry messages, but they can't convey complex concepts like a person can. We could use them as an early warning system and signal for Inge to cast the spell, though.

Inge will be able to tell us exactly what she sees in minute detail, plus the Eagle Eye spell can be used in land, too, for scouting and reconnaissance purposes.
 
@DragonParadox, editing, also changed "longship" to it's name, Penitenza:
Winter's Grasp

Thirteenth Day of Ashinu-hamba (Ashinu Descendant) 1348 A. L. (After Landfall)

By the time the ships make sail out of Stormhaven clouds already cloud the northern skies, a threat that goes for three days unfulfilled. Yet on the night of that third day Inge wakes from a black dream with news for the captain. "Storm is coming, crowned in lightning and wreathed in frost," this is her warning and it is well made for that night the wind begins to whistle sharp and cutting across the ship, sinking the chill of winter into the very bones. Then at some dark hour you cannot name rain begins to fall down all at once as though God had taken his warding hand from the world. Lightning reaches out across the sky like skeletal fingers illuminating faces filled with fear or grim resolve, each by their own measure.

Sailors tie themselves with lifelines to hold fast against the tempest, and at times find ropes where there had been none before, none question their good fortune. As you rush across the wildly tilting deck to save a crate of fresh supplies which had been affixed there so as to make more room for trade goods in the hold you feel one of those same ropes slither past your foot like a serpent and cling fast to your ankle. Tom and Nico join you but it seems too little too late as the uppermost crate smashes down, narrowly missing you only to smash open and reveal a silvery pile of dead fish that would at last see their graves in the sea.

"Push!" you call out desperately, the pile of crates too large, the angle of the deck too steep.

Just then the ship swings a little straighter, the weight on your back a little less and you thank Providence for the good fortune, though your relief is short lived.

Inge is scrambling across the deck, her eyes aflame with cold light as she calls down the favor of fickle Ikomi with abandon and from her right hand spinning bone white webs to keep men safe in the rigging, paying little heed to her own safety. A swell washes over the gunwale and washes the girl away under your horrified gaze.

Just before she is about to go over Ziku grabs the trailing rope and pulls her back with all his might.

Though you can see the pain on her face from the jostling as she smashes against the southerner's chest the girl does not say anything more. There is a flash of healing light and then she is off again, offering good fortune and healing both.

Dawn finds a ragged crew three sailors short of what it had been the night before, though the ship is eerily unharmed, snapped rope and torn sail all mended. According to Antonio there wasn't any water in the bilges, which is a thing unheard of after a storm of such fury. Thankfully the other ships had fared almost as well, with the Penitenza's sleek hull cutting over the tops of waves that might have drowned a more broad seemed ship and the Pride of Koire making due with skill, luck and perhaps the hand of Inoko through the hand of his servant Moru for the fact theirs had never been a ship meant for these waters.

13 sailors from the are washed overboard and lost (3 from the Marcella, 4 from the Penitenza, 6 from the Pride of Koire)

"She's taking on water fast, not sure if we can fix her without going ashore and the land is wild here..." Antonio sighs.

To your surprise though Esha smiles. "And here I thought I would not find a use for the Invocation of the First Principle. Get me to that ship and I will sea it fixed." She is as good as her words, using a spell Ipsit had made use of to mend the hurts of his macabre servants to pull together wood that had been broken and warped.

"Strangest thing I ever saw, she healed wood like it was flesh," Antonio would later exclaim, seemingly forgetting in the moment that ten months ago healing flesh with a touch would have seemed a miracle.

Esha learns Repair Light Damage

Who do you spend the most time with to on the journey back to Apuku?

Choose Three:

[] Antonio, to learn more of the life and journeys of the man you followed into these cold unforgiving waters

[] Zaia, most of his time is taken up by study, but he is more than willing to expound on what he had learned to any who might listen

[] Inge, the girl has been showing more and more reckless courage these past few weeks and while you are proud of her you worry just the same

[] Esha, now that she has a weapon she has expressed interest in sparring with you, though making use of weapon and spell alike so that she might make a good showing

[] Tom, over the past season he has grown to be more than just the head of your men at arms, yet both of you act around the other as though you were still on a journey with Verley and its fields at the end. The men follow you by their vows, perhaps it is time to establish more formal pay

[] Pebble in Swift Rushing Waters, or Swift Pebble for short, the otter-kin you unwittingly dragged into a battle. You could certainly use more os her help as an interpreter, if she is willing to give it

[] Moru, tell him of the lady you saw in a dream in Oromo of the Hundred Towers and ask for his judgement if this is the hand of the same evil that infected Ulf.

[] Ziku, he has known what it is like to be a man with a four hoofed friend and companion for far longer than you, perhaps he has some pointers, or if not at least some interesting stories

[] Wanderer, see what he thinks of your service so far and do your best to get him some better equipment and training in it

[] Write in


OOC: Approval vote, not a plan this time around, there is really not that much synergy to social votes. Not yet edited.
 
[X] Moru, tell him of the lady you saw in a dream in Oromo of the Hundred Towers and ask for his judgement if this is the hand of the same evil that infected Ulf.

We need to get more info on the global goings.

[X] Inge, the girl has been showing more and more reckless courage these past few weeks and while you are proud of her you worry just the same

[X] Esha, now that she has a weapon she has expressed interest in sparring with you, though making use of weapon and spell alike so that she might make a good showing

[X] Tom, over the past season he has grown to be more than just the head of your men at arms, yet both of you act around the other as though you were still on a journey with Verley and its fields at the end. The men follow you by their vows, perhaps it is time to establish more formal pay

[X] Pebble in Swift Rushing Waters, or Swift Pebble for short, the otter-kin you unwittingly dragged into a battle. You could certainly use more os her help as an interpreter, if she is willing to give it
 
Whew, if all we lost from Marcella were three sailors and a crate of preserved fish, I'll count ourselves lucky.

Great to see Inge's new spells coming in handy so soon, @DragonParadox. Can we institute a standard policy of having Inge cast Eagle Eye in the mornings after the sun is fully up and again in the early to mid-afternoon? That way she'll be able to give Antonio plenty of forewarning about ocean conditions and ships from more than 30 miles away.

Here's everyone's updated character sheets, including Roland's new sword, bonus feat, and XP, Zaia's retraining, Inge's level up and cauldron, and Esha's new spell and staff.

Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 4 (5250/9000 XP)
Class: Cavalier 4 (Courtly Knight, Honor Guard), Order of the Dragon
Feats: Bodyguard (B), Combat Reflexes, Focused Discipline, Improved Initiative, Iron Will (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:
  • Durendal (+1 Keen Bronze Longsword): +4 (BaB) + 2 (STR) + 1 (Enhancement) = +7 [1d8+3; Critical: 17-20/x2 Slashing]
    • when using Power Attack: +5 [1d8+7]
  • Cold Iron Short Sword: +4 (BaB) + 2 (STR) = +6 [1d6+2; Critical: 19-20/x2; Slashing]
    • when using Power Attack: +4 [1d6+6]
  • Lance: +4 (BaB) + 2 (STR) = +6 [1d8+2; Critical: x3; 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) + 2 (IW) = 3

Special:
+2 Resistance bonus vs Mind-Affecting Effects
+2 Morale Bonus vs Fear. On a successful save, you gain +2 Morale bonus to attacks and CMB against the originator of the Fear effect for 1 round.

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.
Equipment of Note: Cold Iron Short Sword, Durendal (+1 Keen Bronze Longsword), 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)
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
  • Talisman of the Deep Roots: These talismans are wrought not of gold or silver, even of copper, but the pits of mango taken from sacred trees grown in lands where none may turn axe upon the living wood upon them is inscribed the name of the tree from which they are taken, that the bearer might be guarded from sudden falls, as the tree is warded against the storm. The bearer may re-roll any failed roll against being bull rushed by magical or mundane means if this second roll succeeds they are may attempt a grapple against the enemy as a free action.
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), Natural Magic (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.
Spell-like abilities (CL 6): Know Direction (Constant), Detect Magic (1/Day)

Companions
Name: Tom Wodsworth

Alignment: Lawful Neutral
Age: 37
Race: Human
Level: 3
Class: Fighter 3 (Drill Sergeant)
Feats: Coordinated Maneuvers(B), Deft Maneuvers, Improved Initiative(B), Pikeman's Training, Powerful Maneuvers(B), Weapon Focus (Spear Weapons)
Traits: Wary (Perception)
Class Features: Bonus Feats, Tactician

HP: 23/23
AC: 10 + 4 (Chainshirt) + 2 (Shield) = 16
Initiative: +4 (Improved Initiative)
Attack:
  • +1 Ghost Touch Cold Iron Spear: +3 (BaB) + 1 (STR) + 1 (Weapon Focus) + 1 (Enhancement) = +6 [1d8 + 2, Critical: x3 Piercing]
  • Special: +2 bonus when using the Bull Rush, Dirty Trick, Disarm, Drag, Feint, Overrun, Reposition, Steal, Sunder, or Trip Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Dagger, Shortsword, Spear, Longspear

STATS:
12 (+1) Strength
10 (+0) Dexterity
13 (+1) Constitution
10 (+0) Intelligence
10 (+0) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1

SKILLS:
Climb: 4 + 1 (STR) = 5
Perception: 6 + 0 (WIS) + 1 (Wary) = 7
Ride: 6 + 0 (DEX) = 6
Swim: 4 + 1 (STR) = 5
Survival: 4 + 0 (WIS) = 4

Special Abilities:
  • Armor Training (Ex): Whenever you are wearing armor, you reduce the Armor Check Penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1.
  • Tactician (Ex): 1/Day a a Standard Action, you can grant the Coordinated Maneuvers feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 4 rounds (3 + 1 round per 2 levels of Fighter).
Equipment of Note: +1 Ghost Touch Cold Iron Spear

Name: Zaia of Alexandria
Alignment:
Age: 45
Race: Human (Middle-Aged)
Level: 3
Class: Alchemist 3 (Fire Bomber)
Feats: Brew Potion(B), Extra Discovery (Infusion), Skill Focus (Alchemy), Skill Focus (Heal), Throw Anything(B),
Class Features: Alchemy, Bombs (7/Day), Brew Potion, Discoveries (Infusion, Tanglefoot Bomb), Mutagen, Poison Resistance (+2), Poison Use, Swift Alchemy, Throw Anything
Traits: Artisan (Alchemy), Scholar of Ruins (Knowledge Geography)

HP: 23/23
AC: 10 + 1 (DEX) = 11
Initiative: +1 (DEX)
Attack:
  • Dagger: +2 (BaB) + 1 (MW) + 1 (DEX) = +4 (1d4-2, plus Poison)
  • Tanglefoot Fire Bomb: +2 (BaB) + 1 (DEX) + 1 (TA) = +4 vs Touch AC [2d6+6 Fire damage, plus 8 points of splash damage in a 5 foot radius], Range Increment: 20 feet
    • Special: The target and everyone in the splash zone are Entangled, and the target is glued in place as if affected by a Tanglefoot Bag. A successful DC 15 Reflex saving throw allows targets to avoid these effects and halves the splash damage inflicted.
    • Rather than targeting an individual, you can instead target a given space, which inflicts splash damage and effects as normal, but does not have a main target. Targeted spaces have an effective AC of 5.
Weapon proficiency: Dagger

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

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

Special:
+2 vs Poison

SKILLS:
Craft (Alchemy): 6 + 4 (INT) + 2 (Artisan) + 3 (Alchemist) + 3 (SF) = 18
Heal: 6 + 2 (WIS) + 3 (SF) = 11
Knowledge (Arcana): 4 + 4 (INT) = 8
Knowledge (Astrology): 1 + 4 (INT) = 5
Knowledge (Geography): 5 + 4 (INT) + 1 (SoR) = 10
Knowledge (Local): 1 + 4 (INT) = 5
Knowledge (Nature): 5 + 4 (INT) = 9
Linguistics: 6 + 4 (INT) = 10
Perception: 6 + 2 (WIS) = 8
Profession (Herbalist): 6 + 2 (WIS) = 8
Sense Motive: 6 + 2 (WIS) = 8
Spellcraft: 4 + 4 (INT) = 8
Use Magic Device: 4 + 1 (CHA) = 5

Alchemical Formulae Known:
Level 1: Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Disguise Self, Endure Elements, Heightened Awareness, Shield, Targeted Bomb Admixture, Tears to Wine
Level 2: Focused Scrutiny, Human Potential, See Invisibility

Extracts Prepared (CL 3):
Combat Loadout:
Everyday Loadout:
Special Abilities:
  • Poison Use (Ex): You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
  • Swift Alchemy (Ex): You create Alchemical items in half the normal amount of time and you can apply poison to a weapon as a Move Action.
  • Mutagen (Su): You can create a Mutagen in one hour of brewing. Once brewed, the Mutagen persists until used or you brew a new one. You can drink this Mutagen as a Standard Action in order to gain a +2 Natural Armor bonus and a +4 Alchemical bonus to one of your physical attributes at the expense of a -2 penalty to a mental attribute. Increasing Strength decreases Intelligence, Dexterity decreases Wisdom, and Constitution decreases Charisma. The Mutagen's effects last for 30 minutes (10 minutes per Alchemist level). You cannot benefit from more than one Mutagen effect at a time, and the effects of a new one immediately replace those of the previous Mutagen. If a non-Alchemist consumes the Mutagen, they are Nauseated for 1 hour unless they succeed on a DC 15 Fortitude saving throw (10 + 1/2 Alchemist level + INT modifier).
  • Bombs (Su): You can create and throw an Alchemical bomb up to 7/Day (Alchemist level + INT modifier) as a Standard Action that provokes an Attack of Opportunity. The bomb inflicts 2d6 Fire damage (+1 bonus point per damage die), plus bonus damage equal to your INT modifier, and splash damage in a 5 foot radius equal to the bomb's minimum damage. A DC 15 Reflex saving throw (10 + 1/2 Alchemist level + INT modifier) halves splash damage.
    • Fire Bombadier: You only add your INT modifier as a damage bonus to bombs and other Alchemical substances if they deal Fire damage.
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
Splash Weapons and Poisons:
4x Black Adder Venom
5x Greenblood Oil
5x Potion of Cure Light Wounds (1d8+1)
10x Holy Weapon Balm

Name: Inge
Alias: Sea-seeker
Alignment: Chaotic Neutral
Age: 9
Race: Human (Small Humanoid Child)
Level: 4
Class: Witch 4 (Ley Line Guardian, Sea Witch)
Feats: Brew Potion (B), Extra Hex*, Extra Hex (Cauldron), Touch of the Sea (Stage One)**
Traits: Easy Target, Savage, Guiding Spirit
Class Features: Conduit Surge, Hexes (Cauldron, Fortune, Healing), Patron (Storms), Sea Creature Empathy

*Feat consumed to allow the character to take both Archetypes
**Benefits apply to Water spells rather than those with the Evil descriptor.

HP: 20/20
AC: 10 + 3 (DEX) + 1 (Size) - 1 (Easy Target) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Spell Save: 10 + 3 (INT) + 1 (Water) + spell level
Attack:
  • Masterwork Wyrwood Dagger: +2 (BaB) + 3 (DEX) + 1 (Size) + 1 (MW) = +7 [1d4-2; Critical19-20/x2 Piercing]
Weapon Proficiency: Dagger, Staff

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

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 3 (DEX) = 4
WILL: 4 + 0 (WIS) = 4

Special:
+2 Resistance bonus against ongoing effects.

SKILLS:
Craft (Alchemy): 7 + 3 (INT) + 4 (Cauldron) = 14
Heal: 5 + 0 (WIS) = 5
Intimidate: 4 + 1 (CHA) = 5
Knowledge (Arcana): 7 + 3 (INT) = 10
Knowledge (Nature): 7 + 3 (INT) + 1 (Savage) = 11
Knowledge (Planes): 5 + 3 (INT) = 8
Spellcraft: 7 + 3 (INT) = 10
Survival: 5 + 0 (WIS) + 1 (Savage) = 6

Spells Known (CL 4):
Level 0: Detect Fiendish Presence, Detect Magic, Detect Poison, Drench, Guidance, Light, Mending, Stabilize (At will)
Level 1: Cure Light Wounds, Mage Armor, Obscuring Mist, Snowball, Touch of the Sea (7/Day)
Level 2: Eagle Eye, Web (4/Day)

Spell-like Abilities:
Hexes:
  • Cauldron (Inge needs saltwater to brew potions* and must use an Ikomi-blessed cauldron*)
  • Fortune (36/Day; [Witch Level x INT bonus] x 3**)
  • Healing (36/Day; [Witch Level x INT bonus] x 3**)
Special Abilities:
  • Sea Creature Empathy: You can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using Wild Empathy. You use your Witch level as your Druid level for this ability.
  • 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.
  • Conduit Surge: You are adept at channeling energy from ley lines to enhance your spells. 5/Day as a Swift Action, you can increase your effective caster level for the next spell you casts in that round by 1d4-1 levels. After performing a conduit surge, you 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.
Equipment of Note: Ikomi-blessed Cauldron of Brewing (+5 Competence bonus to Craft (Alchemy) skill checks and self-heating), Masterwork Wyrwood Dagger


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.
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.

Name: Antonio Giustiniani
Alignment: True Neutral
Age: 38
Race: Human
Level: 4
Class: Rogue (Consigliere)
Feats: Drunkard's Recovery, Fast Learner, Master of the Ledger, Persuasive (B)
Rogue Talents: +2d6 Sneak Attack, Charmer, Coax Information, Convincing Attitude, Honeyed Words
Traits: Doubt, Hardly a Fool, Inspiring Speaker, Iron Liver

HP: 30/30
AC: 10 + 2 (DEX) = 12
Initiative: +2 (DEX)
Attack: +3 (BaB) + 2 (DEX) = +5
Weapon proficiency: Dagger, Light Crossbow, Rapier

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

SAVES:
FORTITUDE: 1 + 2 (CON) = 3
REFLEX: 4 + 2 (DEX) = 6
WILL: 1 + 1 (WIS) = 2

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

SKILLS:
Appraise: 7 + 3 (INT) + 2 (MotL) = 12
Bluff: 7 + 2 (CHA) = 9
Climb: 7 - 1 (STR) = 6
Diplomacy: 7 + 2 (CHA) +2 (Persuasive) = 11/12**
Knowledge (Local): 7 + 3 (INT) = 10
Knowledge (Nobility): 7 + 3 (INT) = 10
Linguistics 7 + 3 (INT) = 10
Perception: 7 + 1 (WIS) = 8
Profession (Sailor): 7 + 1 (WIS) + 2 (MotL) = 10
Sense Motive: 7 + 1 (WIS) + 1 (Hardly a Fool) = 9/13*
Stealth 7 + 2 (DEX) = 9
Swim: 7 - 1 (STR) = 6

*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.
  • Coax Information (Ex): You can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly.
  • 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.
  • Honeyed Words (Ex): 1/day, you can roll two dice while making a Bluff check, and take the better result. You must choose to use this ability before making the Bluff check.
  • 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.
  • Combat Advisor (Ex): Whenever you miss with a melee attack against an opponent, you can designate an ally within 30 feet of the target to receive a +1 Insight bonus on their next attack roll against that opponent before your next turn.
Boots of Cat's Luck

Description: At first sight these boots looks like nothing more than sturdy travel wear, albeit with an ostentatious fastening, but to the mage's eye there is a glint of good fortune forged into the silver, such that one should only ever fall like the cat upon its feet.

Ability: The boot's wearer always takes the minimum possible damage from falls (as the result were 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.

Name: Esha

Alignment: Unknown
Age: Unknown
Race: Ajibachana (Variant Dhampir)
Level: 3
Class: Arcanist 3 (Twilight Sage)
Feats: Cosmopolitan (Bluff and Diplomacy), Extra Arcanist Exploit (Soulrider), Planewalker's Insight (B)
Traits: Outcast's Intuition, Self-Doubting, Subjective Truth, Unidentifiable Appeal
Class Features: Arcane Reservoir, Arcanist Exploits (Aspect of Innocence, Consume Life, Twilight Barrier)

HP: 11/11
AC: 10 + 3 (DEX) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Attack: +1 (BaB)

Weapon Proficiency: Staff

STATS
8 (-1) Strength
16 (+3) Dexterity
10 (+0) Constitution
17 (+3) Intelligence
8 (-1) Wisdom
14 (+2) Charisma

SAVES:
FORTITUDE: 1 + 0 (CON) = 1
REFLEX: 1 + 3 (DEX) = 4
WILL: 3 - 1 (WIS) = 2

Special:
-2 to the next Will save after failing the first Will save of the day.

SKILLS
Bluff: 6 + 2 (CHA) + 2 (Subjective Truth) = 10
Diplomacy: 6 + 2 (CHA) + 1 (Unidentifiable Appeal) = 9
Knowledge (Religion): 6 + 3 (INT) = 9
Sense Motive: 6 - 1 (WIS) + 1 (Outcast's Intuition) + 2 (Planewalker's Insight*) = 6/8*
Spellcraft: 6 + 3 (INT) = 9
Use Magic Device: 6 + 2 (CHA) + 2 (Ajibachana) = 10

*Sense Motive checks vs Outsiders

Spells Known (Arcanist Level 3):
Level 0: Daze, Detect Magic, Disrupt Undead, Ghost Sound, Guise of the Dead*, Mage Hand, Penumbra, Prestidigitation, Ray of Frost, Read Magic
Level 1: Alarm, Cause Fear, Chill Touch, Expeditious Retreat, Lock Gaze, Mage Armor, Magic Weapon, Mindlink, Recharge Innate Magic, Repair Light Damage, Rite of Centered Mind, Sleep

Spells Prepared (CL 3**):
Level 0: Detect Magic, Guise of the Dead*, Penumbra, Prestidigitation, Ray of Frost (At Will)
Level 1: Cause Fear, Mage Armor, Sleep (5/Day)

*DR is Silver not Cold Iron
**+1 Against Dispelling (Outcast's Intuition)

Spell-like Abilities (CL 3):
Arcanist Exploits: Each use of an Arcanist Exploit uses one or more points from your Arcane Reservoir.
  • Arcane Barrier: Provides 5 Temporary Hit Points (Arcanist level + CHA modifier) and inflicts an equal amount of Negative Energy damage on whoever breaks the barrier.
  • Aspect of Innocence: Gain the effects of an Innocence spell as an Immediate Action at your caster level.
  • Soulrider
Special Abilities:
  • Light Sensitivity: You are Dazzled in areas of bright sunlight or within the radius of a Daylight spell.
  • Necromantic Focus (Ex): You must prepare at least one Necromancy spell of each spell level you can cast.
  • Arcane Reservoir (Su): You start each day with 4 points in your Arcane Reservoir (3 + 1/2 Arcanist level), and it can hold up to 6 points (3 + Arcanist level).
  • Unhallowed Birth: You take a -1 penalty to your caster level whenever you are in an area affected by Consecrate, Hallow, or a similar spell that makes an area Holy.
  • Twilight Barrier (Su): Whenever an attack removes the last Temporary Hit Point from your Arcane Barrier, the barrier lashes back at the attacker, dealing an amount of Negative Energy damage equal to the barrier's maximum Temp HP capacity.
  • Consume Life (Su): By wresting a soul from life to death, you gain a slightly deeper understanding of mortality, fueling your curiosity and eldritch power. As a Full-Round Action, you can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points. You add 2 points to your Arcane Reservoir if the creature's Hit Dice equaled or exceeded your character level, or 1 point if the creature's Hit Dice equaled at least 1/2 your character level. This ability is a Death Effect.
Equipment of Note:
 
[X] Esha, now that she has a weapon she has expressed interest in sparring with you, though making use of weapon and spell alike so that she might make a good showing

[X] Tom, over the past season he has grown to be more than just the head of your men at arms, yet both of you act around the other as though you were still on a journey with Verley and its fields at the end. The men follow you by their vows, perhaps it is time to establish more formal pay

[X] Inge, the girl has been showing more and more reckless courage these past few weeks and while you are proud of her you worry just the same
 
Whew, if all we lost from Marcella were three sailors and a crate of preserved fish, I'll count ourselves lucky.

Great to see Inge's new spells coming in handy so soon, @DragonParadox. Can we institute a standard policy of having Inge cast Eagle Eye in the mornings after the sun is fully up and again in the early to mid-afternoon? That way she'll be able to give Antonio plenty of forewarning about ocean conditions and ships from more than 30 miles away.

That does make sense yeah.
 
@DragonParadox, is there no plan to make at stop at otter-kin's Willowbrook, to get fresh supplies and perhaps to allow some of the otter-kin with us to return home if they had their share of adventure? Maybe take new ones?

Thanks @Goldfish, one thing though so there isn't any confusion, I had already updated Roland's XP so it should be 5000 not 5250
Why though, it was 4750, I just looked at the tab I had opened for days, and yeah:
Level: 4 (4750/9000 XP)
And we chose +500:
[] Both you and Inge came out stronger from the trial (Inge levels up; Roland Gains Iron will as a bonus feat and 500 XP)
Shouldn't it now be 5250?
 
Voting is open
Back
Top