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

Voting is open
I want to try it.

[X] In the broad belted tunic that is common for the well off of the city
-[X] Propose formal wardship to Inge with blood oath of adopted siblinghood.
-[X] "You helped me and mine and many other people greatly, without you we and they would be dead."
-[X] "Remember when you made the oath to help me make a new home, to go where I go? You are already fulfilling it, I don't know if I will ever accept the journey as my home, or will settle for good, but you I will gladly name part of my home. If you'll have me as your brother, I'll name you my sister, this I swear to the Lord God on my blood. What do you say?"
 
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[X] myrix

Regardless of what Inge chooses to wear to the feast, I think it's time she got a bit of a wardrobe upgrade.

A couple sturdy Explorer's Outfits tailored for easy alteration so they'll fit her comfortably for a while (children grow like kudzu) and an Adventurer's Sash to hold her potions, Alchemical stuff, spell components, etc., with a Small-sized staff for bashing, poking, and even help walking on difficult terrain.
 
@DragonParadox, editing:
In Princely Garb

Thirty-Fourth Day of Ikomi-eza (Ikomi Ascendant) 1348 A. L. (After Landfall)

"Though I am not myself of noble blood I would judge I have been covered in enough of it over the years to slip by," Zaia receives his invitation with a droll remark. He had been perhaps the most vocal of all here present about getting back to shore, spending some time in civilized environs, and now that he is finally here the scholar is practically bubbling good cheer. Granted that is not entirely a comforting sight when that joie de vivre shows itself when he is leveraging the dragon's corpse out of the ship and onto dry land, a bone saw in one hand in case he needs to chop something off to make the process easier.

"That is the usual way one is raised to the nobility friend, though for the most part the fellow whose blood one comes to wear is in no state to thank you by the end of it," Antonio quips from the other side of the table, a cup of the local beer held lazily in hand, frothing and red. "To new beginnings!"

Thus you toast and you hope, but not all drink as deeply.

"I shall not be attending. I have not the means to do justice to kith and kin, and it would be an affront to your generosity to ask that you provide such." Neios' words are stiff, though they hide the pain poorly. Perhaps you had been wrong to make the offer. You had hoped that the more familiar environs where he would again be recognized for his rank and station would help soothe some of the wounds upon his heart, but it seems you had misjudged.

"Well, I shall certainly attend the festivities, assuming I can find something to wear that is not woven from the wool of goats or torn from the hide of some other beast," Esha notes, cutting off the uneasy silence before it can grow. A spark of lightning plays between her fingers and her spoon as she taps them on the table.

Esha learned Shocking Grasp

"Would it be appropriate for me to wear false-fur?" Swift Pebble asks, nervousness and excitement both coloring her thoughts.

You start to tell her that she is fine just the way she is, but then hesitate in turn. Of course she does not need clothes for any practical purpose in a winter far more mild than that which her kin face in the Northlands and her modesty is well guarded by her fur, if that is even a concern, but this would be the first time the great men of Orinilu will meet one of the river-folk. What would they meet them as then? A curiosity? Some wild fey of the mountains and vales to be approached with dread and fascination? An odd beast like a dog trained to walk on two legs? Yet on the other side of the scales it seems a burden to ask of her and all her kin to don the garb of a foreign people, of which they have no real use for, simply to appear civilized in the eyes of the city and its nobles.

Rather than incline her mind one way or the other you lay out your thoughts on the matter. Clothes, particularly ones in the style of the city, will make her more likely to fit in but at the cost of her convenience.

Hearing this Swift Pebble nods thoughtfully and says that she will consult with her kin as she would after all serve as an enjoy of sort for all of Willowbrook and for all the tribes of the river-folk, even of which there had thus far been no work in Orinilu.

"What about... well, what am I gonna wear?" Inge asks, fidgeting in her seat. It wasn't that she did not have the silver to buy new clothes, but now that Swift Pebble had brought up the notion it seems she had been suddenly reminded of some inadequacy of her simple smocks or tunics, perfectly fitting for an Anwa fisherman's daughter, less so for one who must stand for the Lady of the Depths in the sight of the highborn and wealthy.

Truth be told you are not sure what to do yourself, on the one hand the pale robes of a priest of the City would come with a measure of respect, tinged with fear though it might be, but on the other she cannot even speak the tongue of Orinilu, not even so far as to match your own poor efforts.

How should Inge dress?

[] In the pale robes of a priestess

[] In the broad belted tunic that is common for the well off of the city

[] Write in


OOC: I thought about asking you how Roland should dress as well but it has only been a year and he has had access to mending on all his clothes from the start of the journey so they are in good shape and with the story you told Afke, which he passed on to his lord, there is no need to obfuscate that you dress foreign in a manner none can point to.
Should there be something else than "no work", maybe "no one"?
for all the tribes of the river-folk, even of which there had thus far been no work in Orinilu.

Charsheets with Esha's Shocking Grasp:
Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 4 (6500/9000 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 (4/Day)
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, Shocking Grasp, 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:
  • 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).
  • 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.
  • Darkvision (Ex) 60 ft: You are able to see with no light source at all out to a range of 60 ft. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise — invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
  • Light Sensitivity: You are Dazzled in areas of bright sunlight or within the radius of a Daylight spell.
  • Low-Light Vision (Ex): You have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
  • Necromantic Focus (Ex): You must prepare at least one Necromancy spell of each spell level you can cast.
  • Soulward (Su): As long as Esha has her Soulrider on Roland, she can at will as a swift action give him +2 profane bonus to will saves until her next round*. If active, it can be seen by seers with a particularly discerning eye or a specific hatred of the living dead*.
  • 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.
  • 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.
Equipment of Note:
 
Another good reason to have inge along is that she can surreptitiously check the food and drinks for poison.
 
Vote closed.
Adhoc vote count started by Goldfish on Jan 29, 2022 at 4:25 AM, finished with 18 posts and 9 votes.

  • [X] In the broad belted tunic that is common for the well off of the city
    -[X] Propose formal wardship to Inge with blood oath of adopted siblinghood.
    -[X] "You helped me and mine and many other people greatly, without you we and they would be dead."
    -[X] "Remember when you made the oath to help me make a new home, to go where I go? You are already fulfilling it, I don't know if I will ever accept the journey as my home, or will settle for good, but you I will gladly name part of my home. If you'll have me as your brother, I'll name you my sister, this I swear to the Lord God on my blood. What do you say?"
    [X] In the broad belted tunic that is common for the well off of the city
 
Was poking around Pathfinder Traits and found something I've never noticed before; Exemplar Traits. A character can only have one, but gaining it allows them to have more of a certain type of trait. Normally, you can only have one trait in each category, but having the Exemplar Trait for that category removes that restriction and incentivizes you to gain more traits of that type.

At some point in the future, it would probably be worth investing in the Additional Traits feat for Roland to gain the Charming Smile, Cunning Soul Exemplar Trait. A +1 to all social skills is really nice, and if he later gained other Social Traits, that bonus would only go up.
 
Arc 10 Post 22: Kinship and Coin
Kinship and Coin

Thirty-Fourth Day of Ikomi-eza (Ikomi Ascendant) 1348 A. L. (After Landfall)

Looking the dark haired girl-child up and down you imagine her in pale robes that leach the color from her skin, like onto a phantom come to earth. It does not fit her, not at all. A tunic perhaps, green or blue, and maybe you can find someone who knows how to braid her hair in something other than the simple plait meant to keep it out of her eyes. Thankfully children are children and just as back home they are not expected to put on some of the more complex nods to fashion.

Children are children... the words linger in the mind even as you offer your opinions, a shy smile growing over Inge's face at the prospect of fine and colorful clothing. She deserves someone to help her with things like this without having to be asked, without the nervousness you had seen in those eyes moments ago.

The words come far easier to your lips than you had thought they might between talk of hair nets and bracelets. "You helped me and mine and many other people greatly, without you we and they would be dead."

Inge looks at you wide eyed, startled more than anything, and from their looks so are Zaia and Antonio, though from her expression Esha has realized where this is going.

"Remember when you made the oath to help me make a new home, to go where I go? You are already fulfilling it. I don't know if I will ever accept the journey as my home, or will settle for good, but you I will gladly name part of my home. If you'll have me as your brother, I'll name you my sister, this I swear to the Lord God on my blood. What do you say?"

"Uhm...." Maybe you had overdone the formality a bit, you start to think... and then so fast you almost do not have time to react the girl jumps from her chair, runs up to you and hugs you around the shoulders so fiercely she is almost hanging from your neck. "'Course I will."

Things get a bit more awkward when she has to let go, but everyone politely hides their smiles and so it is decided. Inge of Korman shall be the ward of Roland de Verley rather than 'just' a companion on the road and the skilled healer of the Fellowship of Saint Nicholas.

For their part the men react to the news with a marked lack of surprise and good cheer, having long since gotten over their suspicions of Inge herself. They might not love Ikomi, but for she who has seen them through storm and fire and bloodshed they have only words of kindness, and by now they all know of the fate of her kin. All the more reason why she would need a wardship.

***​

Thirty-Sixth Day of Ikomi-eza (Ikomi Ascendant) 1348 A. L. (After Landfall)

Over the next two days Antonio completes the deals with the great men of the city. The rough disks of northern tin which had been borne so far and at such peril are carried off to the smithies of the city under guard. There by flame and by craftsman's skill they shall harden copper into bronze to fight the war against Ibanora. In recompense for offering tin to a city much in need of it Antonio is paid in silver and gold, and also such provisioning as the ship will need to last through the winter in port. Thanks to being a Captain of the League, if a new made one, and having connections with one of the elder houses of the city, for all its recent run of ill fortune, he gets even more gold for the cargo than his most hopeful estimate and so that wealth flows down like wine and honey into the pockets of the soldiers of the Fellowship.

Tin Sold: +21,903 gp

Soldiers paid: -3,504 gp (219 gp each; 438 gp for Tom)

Ship Maintenance and Sailor Pay: -3,040 gp


On the day the pay is handed out it is clear that thoughts are not at all on honey, somewhat on wine, and mostly on company of a sort it would be best not to ask too many questions of. You do however make a point to remind them not to go out alone by day or by night no matter what sort of merriment they might be seeking. The city is not quite as strange to you as it had been on your first coming, but you have not forgotten what happened to Zuan. You make damn sure neither do any of them.

That evening Antonio approaches you with an odd conundrum. "The only thing I can sell the damn longships for is the wood, rope and sail. It comes out to about two hundred to three hundred Icari, little more than what one of your men got to spend on mead and merriment. Now I'm thinking if its worth keeping the damn things and trying to sail them to Apuku in the spring, but to do that I have to pay a decent crew for all of them and you won't find many men in this port willing to sail on those damn things... shows they have more sense than those that built the damn things. Either way it might pay out to more than we would get for stripping the longships if we can get them back to the Isles, might not, but it's more of a risk to sail with a larger fleet that pirates can more readily notice. Seeing as you have a stake in the ships, same as me in the company, I think it is only good sense to ask your thoughts."

"What did Zaia say?" you ask, gathering your thoughts.

"Said he does not know enough about the matter to judge so he would rather look wise by keeping quiet." Antonio chuckles under his breath. "The man's got more laughs in him than you would think to meet him."

What do you reply?

[] Sell the longships for what you can get (Gain 200-300 gp)

[] Keep them, you did promise to go to Apuku in the spring anyway


OOC: Commerce rolls were very swing-y as you can see.
 
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Inge didn't just get Roland as a sorta-brother, but Silver, too. :smile2:

I think we should just sell the ships. Having them sit in port through the rest of Winter is probably going to cost us a small amount in docking fees, at the very least, and we'll have to maintain and provision them in addition to finding and paying a crew to sail them on a one-way trip back to Apuku.

Also, if we did try to sail them back, we would be limited by their speed, if we had cause to flee or make haste, assuming we didn't want to leave them behind.

[X] Sell the long-ships for what you can get (Gain 200-300 gp)
 
[X] Sell the long-ships for what you can get (Gain 200-300 gp)

Yep. Not worth the problem to sail them back.
 
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