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

Voting is open
[X] Some of the spoils of the battle
-[X] Some of the stones of the Pale mount (2d6 Ghoul stones that allow the user to cast spells of the Necromancy school at +1 caster level)


I know that these megical shinies are almost useless... but I still want magical shinies!

[X] Prisoners to question before they are killed, either on purpose or though harsh interrogation
 
I was more thinking, with the breastplates, to just completely replace the armour of our current armsmen and keep the lamellar for our archers and knikut friends. Saves us actually quite a lot of gold, looks more intimidating, immediate (slight) benefit, and Tom deserves Masterwork armour.

[X] Some of the spoils of the battle
-[X] The Armor of the more well off foes (2d6 Bronze breastplates 20% chance of masterwork on each one)

[X] Prisoners to question before they are killed, either on purpose or though harsh interrogation
-[X] Who do they follow? Obari directly, one of his loyal lords, 'Redman', etc. This is looking to potentially be a threeway clusterfuck and we need as much information to determine who has what forces available as we can discern.
-[X] Approximately how many of them are there, and where are they located? Are their forces concentrated in Noromo, the countryside, or in other settlements? Of those gathered, what is the ratio of trained warriors compared to simple levies?
-[X] How many ships do they have? How many of them belong to loyal houses or the royal family, and how many were captured or stolen?
-[X] Besides men, what sorts of monsters have they seen, if any, which seem to be loyal to or commanded by Obari or his lords?
-[X] Are there any magic-users known to be among their forces? If so, how many and what manner of magic are they known to wield?
-[X] What is the general attitude and morale of people in Noromo and other settlements loyal to Obari? How has he ruled in the past year? Is food scarce?


Unfortunately, on further thought I don't think we can realistically take prisoners.

Edit: I realise now that in fact DP may have meant pick one of the spoils and vote on the prisoners, not two of the spoils and the prisoners. On the off chance I am wrong, however, will keep the armour on hand. I would prefer to have the armours.
Damn.(
 
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[X] Some of the spoils of the battle
-[X] The Armor of the more well off foes (2d6 Bronze breastplates 20% chance of masterwork on each one)
 
I had a revelation. If we really need to kill the Redman, then we can simply marry Aina to him, and hope he dies a couple days afterwards.
 
I tried to summarize what we know about the problem. Unfortunatly, I did not manage to get any insights, only some speculations which are probably wrong.

About first daemonic incursion and first Fateless​
1) Accorfing to Inge, long time ago Sea Giants learned how to pass "on the memories of the life they lived one on to the other."
2) Wild speculation: could it be that Inge knows this from the book she translated for the Eriran the Seer? "I do not think the Lady would mind it I translated this. The Keepers of the Deep might." Who are these keepers: Giants, Oceanids, Formless? Or all is simpler, and this is Icomi's priesthood?
3) For those, according to Giants, approximately twelve centuries ago Ikomi unleashed Neverborn (anjo-oru) on them. They survived only because of first group of Fateless, a Roman legion. They died in a war, "breaking the wheel of fate".
4) Roman legion was involved in some kind of "Mariner's wars". It was Mariner who led humans on Sunset Islands, and it was those Landfall which happened 1349 years ago (so it probably should be not twelve but thirteen centuries, or maybe archives are incomplete). Unfortunatly, Zaia did not wrote any legends about Mariner so far.
5) Also, these Giants cherished sea cats. Also Roland thinks that Ripper found something odd in Marcella, "before the rat, before even the first time we want through the straights". At the same time Ripper's interlude does not show that he is some kind of secret agent.
About Formless​
6) According to Ohun, Formless are spirits from the times when the world was young. They rejected Elnu's order "those of the sea must swim in the sea and not walk on land or fly in the air" and run into deep. There they cherished a lot of lesser Formless which are "shapers of flesh".
7) Formless took the form of the bodies of Alum and Onogu Iranea. According to Ohun, it was "test of manhood and the proof of its mastery". It's possible that Formless did the same with shaman of Knikut near the Mouth of the World.
8) According to Ohun (although I can be mistaken because the wording is unclear), Formless also fight with daemons: "We are not the only ones who can see what is coming, the seas froth red deeper that the eye of man can pierce, this was a test yes, but also a plan with a purpose")
9) Wild speculation: may daemons be a result of Elnu's wrath against Formless? This does not seems very likely, because why now?
10) Lina Osane had some kind of connection with "Onogu Iranea" and disappeared soon after his death, probably went to the Formless.
About Unke the Red, a.k.a. Readman​
11) It happened "more than six hundred years ago", and it was the latest war in Anwa history. Untill now.
12) According the legend, Unke made some kind of gantlet from the star metal. It could be those gauntlet with which Unke broke Marcella's desk to get rid from Zentragt. It also could be an artifact made by daemons to sell this story better.
13) Unke killed some weird south beast for ivory, and this beast before the death cursed Unke with infertility. Holy man of Ashinu telled Unke that to lift the curse he must conqure all Anwa islands.
14) According the legend, Unke "bedded a mermaid from the deeps and sired upon her twenty sons". It could be only a legend. Or a hint to the connection with Formless (or other sea fraction).
15) Unke had some strange ally named Shadow, capable to many strange diversions. It may or may not be those shapeshifting assasin who killed Negu.
16) About strange assasins: there was a spy on Marcella when she first left Orinilu. According to the divination of lightning spirit, "It was an a man in black guise and black of heart, a killer though he did not come to kill. He was here at the behest of another, one who means ill not just to this ship and all upon it but to the world entire". Although it is probably another assasin connected with some Orinilu shenanigans.
17) According to Unke, "They ("Hollow" – Obari and some type of "Maggot") are but the smoke that comes before the fire and so they come now to me for I am of the Land and I alone can keep them here and away from the hand of their masters in the south". We know that in the south some kind of "shadow man" (former Anwari) has taken the mind of Balwa Feku even before the arrival of Marcella. Aphiwe tried to counter this shadow man, but it was year ago. So at least something in the south is wrong indeed.
18) It's unclear if Unke lies or not. During the battle with Undead Giant and Dahzagan warrioirs cried "For Obari", and during the battle with Urdefhan they cried "He is come!", "Breaker of Kings and Lord of the Land!", "All is for Him, all the islands! All the World!". Although, anjo-oru are famous for lie.
19) Unfortunatly, Zaia wrote nothing about how Unke died.
Miscellanea​
20) According to hedon's skull, "It was more than one, those who made the promise to you and your kind in exchange for meddling with us".
21) Somebody moved Red Lion's tribe against Roland and co after the victory against dragon. Skull is not questioned yet.
22) Ohun's impression about dragon's egg was "The eldest seed made onto stone; In shroud of gold, in troth of bone; The dance of ages grows too swift; Beware thou mortals the parting gift". Zaia wanted to seach the answer in Orinilu, but was too busy. Also, we lost the egg.
23) Also, we broke anjo-oru conspiracy in the north, but their tactics is well reveiled. As for some deeper meaning, Ulk's head is not questioned yet.
24) What were Ilfa's intentions? Roland was right, how did he acquired green stone before his first death? Ohun proposed that he "sought to use that place". Use for what?
 
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I mean none of the others were actually married to her just planning to, maybe that is what breaks the curse. :V

Oh. Then it is easier than that. We just need him to want to marry her and we will then kill him, like the self-blueballed chivalrous knight that can't bed her because we don't want to deal with ruling an island of pirates and proto vikings
 
2) Wild speculation: could it be that Inge knows this from the book she translated for the Eriran the Seer? "I do not think the Lady would mind it I translated this. The Keepers of the Deep might." Who are these keepers: Giants, Oceanids, Formless?
In the context, I would suspect Ikomi's established priesthood.
16) About strange assasins: there was a spy on Marcella when she first left Orinilu. According to the divination of lightning spirit, "It was an a man in black guise and black of heart, a killer though he did not come to kill. He was here at the behest of another, one who means ill not just to this ship and all upon it but to the world entire". Although it is probably another assasin connected with some Orinilu shenanigans.
I would not hope that there are two magically skilled assassins behind us, better assume that this is connected.
 
I tried to summarize what we know about the problem. Unfortunatly, I did not manage to get any insights, only some speculations which are probably wrong.

About first daemonic incursion and first Fateless​
1) Accorfing to Inge, long time ago Sea Giants learned how to pass "on the memories of the life they lived one on to the other."
2) Wild speculation: could it be that Inge knows this from the book she translated for the Eriran the Seer? "I do not think the Lady would mind it I translated this. The Keepers of the Deep might." Who are these keepers: Giants, Oceanids, Formless?
3) For those, according to Giants, approximately twelve centuries ago Ikomi unleashed Neverborn (anjo-oru) on them. They survived only because of first group of Fateless, a Roman legion. They died in a war, "breaking the wheel of fate".
4) Roman legion was involved in some kind of "Mariner's wars". It was Mariner who led humans on Sunset Islands, and it was those Landfall which happened 1349 years ago (so it probably should be not twelve but thirteen centuries, or maybe archives are incomplete). Unfortunatly, Zaia did not wrote any legends about Mariner so far.
5) Also, these Giants cherished sea cats. Also Roland thinks that Ripper found something odd in Marcella, "before the rat, before even the first time we want through the straights". At the same time Ripper's interlude does not show that he is some kind of secret agent.
About Formless​
6) According to Ohun, Formless are spirits from the times when the world was young. They rejected Elnu's order "those of the sea must swim in the sea and not walk on land or fly in the air" and run into deep. There they cherished a lot of lesser Formless which are "shapers of flesh".
7) Formless took the form of the bodies of Alum and Onogu Iranea. According to Ohun, it was "test of manhood and the proof of its mastery". It's possible that Formless did the same with shaman of Knikut near the Mouth of the World.
8) According to Ohun, (although I can be mistaken because the wording is unclear), Formless also fight with daemons: "We are not the only ones who can see what is coming, the seas froth red deeper that the eye of man can pierce, this was a test yes, but also a plan with a purpose")
9) Wild speculation: may be daemons a result of Elnu's wrath against Formless? This does not seems very likely, because why now?
10) Lina Osane had some kind of connection with "Onogu Iranea" and disappeared soon after his death, probably went to the Formless.
About Unke the Red, a.k.a. Readman​
11) It happened "more than six hundred years ago", and it was the latest war in Anwa history. Untill now.
12) According the legend, Unke made some kind of gantlet from the star metal. It could be those gauntlet with which Unke broke Marcella's desk to get rid from Zentragt. It also could be an artifact made by daemons to sell this story better.
13) Unke killed some weird south beast for ivory, and this beast before the death cursed Unke with infertility. Holy man of Ashinu telled Unke that to lift the curse he must conqure all Anwa islands.
14) According the legend, Unke "bedded a mermaid from the deeps and sired upon her twenty sons". It could be only a legend. Or a hint to the connection with Formless (or other sea fraction).
15) Unke had some strange ally named Shadow, capable to many strange diversions. It may or may not be those shapeshifting assasin who killed Negu.
16) About strange assasins: there was a spy on Marcella when she first left Orinilu. According to the divination of lightning spirit, "It was an a man in black guise and black of heart, a killer though he did not come to kill. He was here at the behest of another, one who means ill not just to this ship and all upon it but to the world entire". Although it is probably another assasin connected with some Orinilu shenanigans.
17) According to Unke, "They ("Hollow" – Obari and some type of "Maggot") are but the smoke that comes before the fire and so they come now to me for I am of the Land and I alone can keep them here and away from the hand of their masters in the south". We know that in the south some kind of "shadow man" (former Anwari) has taken the mind of Balwa Feku even before the arrival of Marcella. Aphiwe tried to counter this shadow man, but it was year ago. So at least something in the south is wrong indeed.
18) It's unclear if Unke lies or not. During the battle with Undead Giant and Dahzagan warrioirs cried "For Obari", and during the battle with Urdefhan they cried "He is come!", "Breaker of Kings and Lord of the Land!", "All is for Him, all the islands! All the World!". Although, anjo-oru are famous for lie.
19) Unfortunatly, Zaia wrote nothing about how Unke died.
Miscellanea​
20) According to hedon's skull, "It was more than one, those who made the promise to you and your kind in exchange for meddling with us".
21) Somebody moved Red Lion's tribe against Roland and co after the victory against dragon. Skull is not questioned yet.
22) Ohun's impression about dragon's egg was "The eldest seed made onto stone; In shroud of gold, in troth of bone; The dance of ages grows too swift; Beware thou mortals the parting gift". Zaia wanted to seach the answer in Orinilu, but was too busy. Also, we lost the egg.
23) Also, we broke anjo-oru conspiracy in the north, but their tactics is well reveiled. As for some deeper meaning, Ulk's head is not questioned yet.
Nice work bringing all of that together, dude.

Now we need someone to make a Conspiracy Wall sorting it all out for us. :p

So many threads and no way to know how they should be woven together. Was the presence of Daemons intended, or are they merely a side-effect? How are they related to the troubles down south with the Shadowed man, are they allies or rivals? Are the Formless an independent faction or allied with the other malevolent forces we've interacted with or caught wind of this past year?

 
@DragonParadox , I took the liberty to sligtly update Character Sheet.

Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 5 (9750/15000 XP)
Class: Cavalier 4 (Courtly Knight, Honor Guard; Order of the Dragon) / Fighter 1
Feats: Additional Traits (Sound of Mind, Sword Scion), Bodyguard (B), Combat Reflexes, Cumbrous Will (B), Deft Maneuvers, Focused Discipline, Improved Initiative, Iron Will (B), Mounted Combat
Traits: Influence (Diplomacy), Cooperative Combatant, Sound of Mind, Sword Scion
Languages: Anwari, English, Engur, French, Sicilian

HP: 37/37
AC: 10 + 1 (DEX) + 7 (Banded Mail) + 3 (Shield) = 21
Initiative: +1 (DEX) + 4 (Improved Initiative) = +5
Attack:
  • Durendal (+1 Flaming Keen Bronze Longsword): +5 (BaB) + 2 (STR) + 1 (SS) + 1 (Enhancement) = +9 [1d8+3+1d6; Critical: 17-20/x2 Slashing]
    • when using Power Attack: +7 [1d8+7+1d6]
  • Cold Iron Short Sword: +5 (BaB) + 2 (STR) = +7 [1d6+2; Critical: 19-20/x2; Slashing]
    • when using Power Attack: +5 [1d6+6]
  • Lance: +5 (BaB) + 2 (STR) = +7 [1d8+2; Critical: x3; Piercing]
    • when using Power Attack: +5 [1d8+6]
    • when Charging: +7 [2d8+4]
      • w/Power Attack: +5 [2d8+12]
  • Longbow: +5 (BaB) + 1 (DEX) = +6 [1d8; Critical: x3; Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
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: 6 + 1 (CON) = 7
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) + 2 (IW) = 3

Special:
+2 Traits bonus vs Mind-Affecting effects.
+2 Resistance bonus vs Mind-Affecting effects.
+2 Morale Bonus vs Fear effects. On a successful save, you gain +2 Morale bonus to attacks and CMB against the originator of the Fear effect for 1 round.
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

SKILLS:
Bluff: 2 (Courtly Knight) + 3 (CHA) = 5
Diplomacy: 8 + 3 (CHA) + 2 (Courtly Knight) + 1 (Influence) = 14
Handle Animal: 6 + 3 (CHA) + 2 (ET) = 11
Intimidate: 8 + 3 (CHA) + 2 (Courtly Knight) = 13
Perception: 8 + 0 (WIS) + 2 (Alertness w/Mount) = 10/12
Ride: 7 + 1 (DEX) = 8
Sense Motive: 8 + 2 (Courtly Knight) + 2 (Alertness w/Mount) = 10/12
Survival: 4 + 0 (WIS) + 1 (OotD Protection) = 4/5

Special Abilities:
  • Aid Allies: Whenever you use the Aid Another action to assist one of your allies, the ally receives a +3 bonus to his Attack Roll, Saving Throw, or skill check, or a +4 bonus to his Armor Class.
  • Intercept: You learn to better disrupt the attacks of your enemies. When an adjacent ally is attacked, you may use an Attack of Opportunity to attempt the Aid Another action to improve their AC.
  • Cumbrous Will: Before rolling a Will save, you can choose to gain a +6 bonus on your saving throw. After the saving throw is resolved, regardless of the result, you are Shaken until the end of the encounter.
  • 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: You receive a +2 bonus (1/2 Cavalier level) whenever you use Handle Animal on an animal that serves as a mount. In addition, you 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. You can also train more than one mount at once, although each mount after the first adds +2 to the DC.
  • Challenge: 2/day, you can Challenge a foe to combat. As a Swift Action, you choose one target within sight to challenge.
    • The Challenge remains in effect until the target is dead or unconscious or until the combat ends.
    • Your melee attacks deal +4 extra damage (equal to Cavalier level) whenever the attacks are made against the target of your Challenge.
    • Challenging a foe requires much of your concentration. You take a -2 penalty to his Armor Class, except against attacks made by the target of your Challenge.
    • Whenever you issue a Challenge, your allies receive a +2 Circumstance bonus on melee Attack Rolls against the target of your Challenge whenever you are threatening the target.
    • Whenever you issue a Challenge, you can select one ally as a ward for the duration of the Challenge. Whenever your are adjacent to your ward, you take a -1 penalty to Armor Class, and the ward receives a +1 Dodge bonus to AC.
Equipment of Note: Cold Iron Short Sword, Steel Longsword

Durendal

Appearance: Wrought in the image of a knight's sword of finest bronze, the mark of Oroki of Apuku can still be read upon the base of the blade, yet in its journeys from that island the work of greater smiths has been made upon it also. It burns now with white flame along its edge, as though it had never left the smith's anvil, its hilt bound in a thousand small scales that shine like emeralds in the dark.

Powers:
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)

Special:
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

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
Languages: Anwari, English, French
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
Languages: Anwari, English, French

HP: 23/23
AC: 10 + 6 (Breastplate) + 2 (Shield) = 18
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 (+2 bonus to CMD against disarm attempts)

Name: Zaia of Alexandria
Alignment: Lawful Neutral
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)
Traits: Artisan (Alchemy), Scholar of Ruins (Knowledge Geography)
Class Features: Alchemy, Bombs (7/Day), Brew Potion, Discoveries (Infusion, Tanglefoot Bomb), Mutagen, Poison Resistance (+2), Poison Use, Swift Alchemy, Throw Anything
Languages: Anwari, Engur, Arabic, Coptic, French, Greek, Sicilian, Latin

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
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

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: 10
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
Languages: Anwari, French, Sicilian

*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.
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

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:


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.
Puzzle Box*

Name: Antonio Giustiniani
Alignment: True Neutral
Age: 38
Race: Human
Level: 4
Class: Rogue (Consigliere)
Feats: Fast Learner, Master of the Ledger, Persuasive (B), Wild Talent
Rogue Talents: +2d6 Sneak Attack, Charmer, Coax Information, Convincing Attitude, Honeyed Words
Traits: Doubt, Hardly a Fool, Inspiring Speaker, Iron Liver
Languages: Anwari, Engur, French, Greek, Sicilian
Special: Fire Resistance 1

HP: 30/30
AC: 10 + 4 (Chainshirt) + 2 (DEX) = 16
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) + 1 (FG) = 3

Special:
+1 Against Illusion Spells
+2 Against Poison or Drugs
+4 Against the effects of Alcohol
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

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.
  • 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.
  • Wild Talent: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats.
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.

Fey Gold

Description: A lumpy piece of unworked gold imbued with the power of a Fey creature, this pendant was taken from the corpse of slain pirate lord when we ended his reign at sea.

Ability: While wearing this Fey Gold pendant around their neck, the wearer gains Fire Resistance 1 and a +1 resistance bonus on Will saving throws.

Special: The pendant's other powers, to allow the wearer use Chill Metal 1/Day and to use Mending at will to repair metallic objects, remain unavailable, as you were not its original recipient. Perhaps one of the Tinker Fey can unlock this power once more?

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: 4
Class: Arcanist 4 (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
Special: Low-Light Vision, Darkvision 60ft
Class Features: Arcane Reservoir, Arcanist Exploits (Aspect of Innocence, Consume Life, Twilight Barrier)

HP: 16/16
AC: 10 + 3 (DEX) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Spell Save: 10 + 4 (INT) + spell level
Attack: +2 (BaB)

Weapon Proficiency: Staff

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

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

Special:
-2 to the next Will save after failing the first Will save of the day.
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

SKILLS
Bluff: 7 + 2 (CHA) + 2 (Subjective Truth) = 11
Diplomacy: 7 + 2 (CHA) + 1 (Unidentifiable Appeal) = 10
Knowledge (Arcana): 4 + 4 (INT) = 8
Knowledge (Planes): 6 + 4 (INT) + 2 (PI) = 12
Knowledge (Religion): 7 + 4 (INT) = 11
Sense Motive: 7 - 1 (WIS) + 1 (Outcast's Intuition) + 2 (Planewalker's Insight*) = 7/9*
Spellcraft: 7 + 4 (INT) = 11
Use Magic Device: 6 + 2 (CHA) + 2 (Ajibachana) = 10

*Sense Motive checks vs Outsiders

Spells Known (Arcanist Level 4):
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, Shield, Shocking Grasp, Sleep
Level 2: Blindness/Deafness

Spells Prepared (CL 4**):
Level 0: Daze, Detect Magic, Guise of the Dead*, Penumbra, Prestidigitation, Ray of Frost (At Will)
Level 1: Cause Fear, Mage Armor, Sleep (5/Day)
Level 2: Blindness/Deafness (3/Day)

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

Spell-like Abilities (CL 4):
Arcanist Exploits: Each use of an Arcanist Exploit uses one or more points from your Arcane Reservoir.
  • Arcane Barrier: Provides 6 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:
  • 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 5 points in your Arcane Reservoir (3 + 1/2 Arcanist level), and it can hold up to 7 points (3 + Arcanist level).
  • 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.
  • 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*.
  • 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.
Weaknesses:
  • Light Sensitivity: You are Dazzled in areas of bright sunlight or within the radius of a Daylight spell.
  • 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:

Changelog:
1) Spoilered Tom's and Esha's portrets.
2) Changed Tom's chainshirt for new brestplate
3) Gave Tom's chainshirt to Antonio
4) Added Latin language proficancy to Zaia
5) Replaced Antonio's Drunkard's Recovery with Wild Talent, but did not added "reserve of 2 power points"
6) Added "+2 Circumstantial Bonus to Reflex Saves while on the Marcella" to all exept Siver

Questions:
1) Had Zaia started to learn Engur, or he simply does not have time?
2) Silver did not accept Marcella's mark, right?
 
Last edited:
@DragonParadox , I took the liberty to sligtly update Character Sheet.

Changelog:
1) Spoilered Tom's and Esha's portrets.
2) Changed Tom's chainshirt for new brestplate
3) Gave Tom's chainshirt to Antonio
4) Added Latin language proficancy to Zaia
5) Replaced Antonio's Drunkard's Recovery with Wild Talent, but did not added "reserve of 2 power points"
6) Added "+2 Circumstantial Bonus to Reflex Saves while on the Marcella" to all exept Siver

Questions:
1) Had Zaia started to learn Engur, or he simply does not have time?
2) Silver did not accept Marcella's mark, right?

Thanks for the update on the sheets, I would have gotten to it eventually... but with my time on here being more limited I like to focus as much as I can on updates when I have to choose.
  1. Zaia has learned enough of the tongue to understand most of it, but he does not speak it as he does not want to sound uncultured in any tongueif he can help it
  2. Silver did take the mark along with everyone mentioned by name in the update. I had forgotten to mention him
 
After working on the compiling of lore and riddles I would prefer the end of Redman's story. It suddenly become very important.
Sudden thought: is it possible that this "Unke the Red" has Mythic Rating? He definitely has his own legend.
Hmm, our first real mythic foe would propably have a lot of build up.

Something like 4 loreposts about his past for example...
 
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