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

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We've already seen what alpha strike potential (for lack of a better word) can accomplish with Inge and her snowballs. Keeping Wanderer as a barb would do better for us than another fighter in the shield wall I think.

[X] Goldfish
 
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Actually, DP, Zaia has the Infusion Discovery that lets him use his Extracts on other people. Zaia would still need to have one prepared for Roland to use here, though, so it would be easy to change that sentence that none was available for this conversation.

Huh... well you can tell I have not played that many alchemists. Let's say he has not gotten the hang of all his features yet. I do not want to drop too much new magic at once on the story.

He will have it done before you get to port.
 
Gentlemen, in the spirit if not making this another ASWaH, should we keep separate sheets for everyone, or something more generic like 'everyone who joins becomes a warrior 3'?
This isn't really the same thing. ASWAH literally had hundreds of character sheets, I think, or close to it (sure felt like that's how many I was keeping up with...). One of the reasons they got so complicated was because as one goes up in level they get more bits and pieces to keep track of, and the other was because we loaded everyone down with as much magical gear as we could buy, craft, commission, or steal. None of that should be an issue here.
Huh... well you can tell I have not played that many alchemists. Let's say he has not gotten the hang of all his features yet. I do not want to drop too much new magic at once on the story.

He will have it done before you get to port.
Yeah, that works. Zaia is still unpacking all the goodies that come with being a true Alchemist.
 
How good are barbarians as tanks, actually? If we put him on dps duty, he will be vulnerable, more vulnerable than our men
 
How good are barbarians as tanks, actually? If we put him on dps duty, he will be vulnerable, more vulnerable than our men
Barbs (barring certain archtypes) are limited to medium armor, but do also get dodge as part of their level ups iirc. Going into rage also reduces their AC I think, so probably not the best as tanks. Ideally he would be acting as a human cavalry and flanking opponents dealing with the Men at Arms while dealing massive damage. Since I'm pretty sure they also get increased foot speed he should be able to run in and out of combat to pummel people in their flanks.
 
How good are barbarians as tanks, actually? If we put him on dps duty, he will be vulnerable, more vulnerable than our men
They can take quite a bit of punishment. They have d12 Hit Dice, plus their HP goes up decently when they Rage, so much so that they can die when the Rage ends once their Constitution bonus goes away because their bonus HP do as well, but that's spent you want to have healing available immediately in those cases.

They can do great damage while Raging, too, which is what I would focus on.
 
If the Band is to keep growing, it makes sense to have different roles in which new hires can fit into. Tom has proven his worth in training the shield wall, I think giving our Barbarian friend a chance to prove his style worth passing on/preserving under Roland's organization.

And personally, I just want to have a Thrakian/Thracian style band of line breakers. Heavy leather or mail armor, a good helmet, and one big ole sickle-sword. One alone is deployed correctly can be a big boon.
 
@DragonParadox, editing:
On Common Ground

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

Even for a short stay there is much bustle and jostle of loading and unloading, fresh water taken on from the creek upstream of its mouth where it isn't brackish, supplies of firewood laid down when you left checked over and made use of. Most of your men stay well clear of the whole thing, needing some 'gentle encouragement' from Tom to get on to helping the sailors, but Wanderer shoulders the burden without complaint, almost without a word.

He keeps to himself, Tom had told you. Not that he caused any trouble, but the wariness of those first days, when the rest of your company had only seen the young hunter more as the enemy he was and not the oathsworn comrade he had chosen to be, had turned into a sort of quiet distance, enforced as much by himself as by the others. On the crowded deck he is given twice as much room as any other man and at feasting or drinking he spends more time with 'his folk'; Watcher, Tender and the others, never mind that they are as different from Wanderer's band as a Norman from a Scott.

Understandable you suppose, but you cannot help but wonder if you had made the right choice. In a shieldwall men are meant to be brothers. Rather hard to do that without a shield, isn't it Roland? you chastise yourself. He does not fight like the others, net, shield and bow aside, so how then could he be expected to fit among their number?

"Hail and well met. How do you find my service and the journeys it brings?" you ask in Anwari to start with.

"Long, journey long way from home, big battle," he replies struggling a little over the words.

"It was good?" you ask, startling him by using his own tongue, or at least as close as Tender could coach you. If there is one thing the Barons' War taught you it is that you do not win a man's loyalty by vow alone. Every word, every gesture one does as a lord is reflected in the eyes of your sworn men as surely as in the eyes of one's peers, and only a fool mistakes obedience alone for loyalty.

He replies in like tongue and now it is your turn to try to make sense of it. Something about good fights against... worthy foes, at least so you think, though it is at least half guesswork. Your mastery of the Knikut tongues is not what you had hoped, though of course given that it is not one tongue but many one can hardly expect much more. A pity that oil you had seen Zaia daub behind his ears only works on him, but that is why you did not come here alone.

At your signal Swift Pebble comes close, always happy to translate it seems. "He said if he is going to die, better to die fighting the Dark Ones than scrounging for food in the winter like a starving wolf at the edge of the pack. You have good food, good place to lay your head down and be warm, though his stomach likes not the roll of the ship, and he is happy to be back on the earth that birthed his mothers and fathers, even if it is for only a little while."

"Ah, be at ease in that you are not alone in that. Five years ago I had not been on a ship in my whole life and the first three days aboard one I spent with nothing in my stomach but water and precious little of that."

Swift Pebble, as much at home on the water as on land, does not catch on to your meaning, but Wanderer does and snorts with surprised mirth.

With the ice broken it is not long until you get to the meat of the conversation, how he is to fight from now on and with what tools. Of course he already has a spear tipped with steel and not stone, but much to your surprise he raises no objection to learning to fight in armor, nor even in formation if that is what you think is best, though he says that fighting careful like that will drive the spirits of rage from him and they will not come back.

How do you want Wanderer to fight?

[] In the manner of his people, only armed and armored as best you can manage it (Remains 2 level Barbarian)
-[] Write in sheet

[] Trained to fight in the shieldwall, taken under Tom's wing to make sure he does not lack for the skills the others have (Becomes a 3 level Fighter Spearman)
-[] Write in sheet


OOC: Wanderer is a 10 point buy character with 16 STR and CON, 14 DEX, 8 WIS and INT, and 10 CHA after the racial adjustments from here. I was going to give you a sheet, but am positive that even if you do choose barbarian you are going to want to make changes. Speaking of changes, because the Neanderthal species does not have any racial feats you can use the orc ones within reason, so no blatant supernatural feats like Fire God's Blessing.
 
Well, perhaps we can make the stay profitable/educational enough to convince him sign him on for another 3 season stay after. Be good to get the methods for extending contacts solid quickly as well when dealing with time-based enlistments.

[X]Goldfish
 
Nothing too exciting for Wanderer here. The Invulnerable Rager Archetype removes Uncanny Dodge and Trap Sense, but allows Wanderer to gain Damage Reduction now, rather than waiting until P6 Epic levels. That, combined with the extra HP from his face and Favored Class Bonus, along with Barbarian d12 HD, will make him quite tough.

The Indomitable Faith Trait will keep him from having a penalty to Will saves. No one wants a mind controlled or Confused Barbarian going into a Rage among their allies. Extra Rage gives him a lot more daily uptime for his Rage, meaning he will likely be able to use it for more than one or two short encounters in a single day, if necessary.

I would be more wary of Reckless Abandon as his first Rage Power, but the Neanderthal racial +1 bonus to Natural Armor offsets the penalty for now, plus we can get him some solid armor to further improve his AC. And when it's a concern, he doesn't need to use the effect.

[X] In the manner of his people only armed and armored as best you can manage it (Remains 2 level Barbarian)

[X] Wanderer Neanderbarian Build
-[X] Class: Barbarian 2 (Invulnerable Rager)
-[X] Favored Class Bonus: +2 Hit Points
-[X] Trait: Indomitable Faith
-[X] Feat: Extra Rage
-[X] Skills (6 points): Climb 1, Knowledge(Nature) 2, Perception 2, Survival 1
-[X] Rage Power:
Reckless Abandon
 
One thing to keep in mind, I want to keep the number of sheets manageable to anything voted on now will apply to any future barbarians you get, this is not just a sheet for one barbarian, it is for a type of troupe in your company.
 
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One thing to keep in mind, I want to keep the number of sheets manageable to anything voted on now will apply to any future barbarians you get, this is not just a sheet for one barbarian, it is for a type of troupe in your company.
Hopefully we'll get loads of Neanderbarians in the future! :drevil:
 
And all of them will have some unpopular faith? ;)
(from Indomitable Faith)

As long as you stay in the south yeah, the religion of the Knikut is seen as uncivilized at best and savage at worst and you will not find many homo Sapiens barbarians unless you start poking the other wild places of the world, like the Sahara or the mountains of Greece (Yes Grece is a bit of a wild fronteer because the agricultural populations expanded from West Africa not the Middle East)
 
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