- Location
- Russia
- Pronouns
- He/Him
@DragonParadox , I took the liberty to slightly adjust "State of the company"
Changelog:
1) Added "Ship's Eye I" for Marcella.
2) Added 10 otter-kin recruits for the "Soldiers of the company" with the link to the otter-kin race. I know that Goldfish created the hypothetical build, and we have taken steps into otter-kin training, but I do not know the current state of the training.
3) Repaired broken "Armory" slide.
The Fellowship
Motto: Truth from the Unknown
Leadership: Triumvirate of Antonio, Roland, and Zaia as joint council
Motto: Truth from the Unknown
Leadership: Triumvirate of Antonio, Roland, and Zaia as joint council
- Fleet of the Company
-
Marcella
Basic Construction: Eastern Mediterranean Galley 121 ft length 21 ft width 130 Metric tons of Cargo
Touched by the Far Realm: The ship has passed though the Realm Between and it has been... changed. It Hungers for life and yet it seems bent on preserving the life of its crew
- Sails upon the Dreaming Wind: Marcella no longer sails solely with the wind of mortal realms, able to even travel against it at great need, though to linger among its rigging grows more of a strain upon the mind of man
- Ship's Eye I: All those marked by the ship gain +2 Circumstantial to Reflex Saves while on the ship
- 8 Armed with short bows
- 57 armed with a variety of melee weapons
A pair of enchanted crossbows on tripods (+1 to attack and Damage; can be fired with a voice command/free action) - Soldiers of the Company
-
Names and Feats
Sheets and Equipment
8 Melee Men at Arms (Warrior 3)Man-at-Arms (Melee)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Pikeman's Training, Weapon Focus (Spear Weapons)
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0
Attack:
- Spear: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, 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.
Armor proficiency: Light Armor, Medium Armor
STATS:
12 (+1) Strength
11 (+0) Dexterity 13 (+1) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1
SKILLS:
Perception: 3
Ride: 4 Survival: 3Man-at-Arms (Melee; Net-Fighters)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Net Adept, Net Maneuvering
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0
Attack:
- Net: +3 (BaB) [Special]
- Spear: +3 (BaB) + 1 (STR) = +4 [1d8 +1, 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.
- You can use a net in melee to Trip or Disarm opponents instead of Entangling them. You gain a +2 bonus on Disarm checks made to use a net in this way (stacks with Deft Maneuvers).
- If you have an opponent Entangled in your net, you can attempt to Drag or Reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
Armor proficiency: Light Armor, Medium Armor
STATS:
12 (+1) Strength
11 (+0) Dexterity
13 (+1) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1
SKILLS:
Perception: 3
Ride: 4
Survival: 3
5 Ranged Men-at-Arms (Warrior 3)Man-at-Arms (Ranged)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Precise Shot, Rapid Shot, Weapon Focus (Bow Weapons)
Traits: Killer
Languages: Anwari, English, French
HP: 16/16
AC: 10 + 4 (Chain Shirt) + 1 (Dex) = 15
Initiative: +1 (DEX)
Attack:
- Shortsword: +3 (BaB) + 1 (STR) = +4 [1d6 + 1, Critical: 19-20x2; Slashing]
- Composite Shortbow: +3 (BaB) + 1 (DEX) + 1 (Weapon Focus), Range Increment: 70ft.
- Normal: +5 [1d6 + 1, Critical: x3; Piercing]
- Rapid Shot: +3/+3 [1d6 + 1, Critical: x3; Piercing]
- Special: You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.
STATS:
12 (+1) Strength
13 (+1) Dexterity
11 (+0) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 3 + 0 (CON) = 3
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) = 1
SKILLS:
Perception: 3
Ride: 4 + 1 (DEX) = 5 Survival: 3
1 Knikut Barbarian
Name: Wanderer
Alignment: CN
Age: 21
Race: Neanderthal
Level: 2
Class: Barbarian 2 (Invulnerable Rager)
Feats: Extra Rage
Traits: Indomitable Faith
Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)
Languages: Anwari, Wanderer's Knikut dialect
Special: Hardy (+6 HP), Low-Light Vision, Mental Fortitude
HP: 33/33
- HP w/Rage: 37/37
- AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 14
- AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 13
Initiative: +1 (DEX)
Attack:
- Northern Fury (+1 Greatclub): +2 (BaB) + 3 (STR) + 1 = +6 [1d10+4, Critical: x2 Bludgeoning]
- when using Power Attack: +5 [1d10+7]
- Northern Fury w/Rage: +2 (BaB) + 5 (STR) + 1 = +8 [1d10+6, Critical: x2 Bludgeoning]
- when using Reckless Abandon: +9 [1d10+6]
- when using Power Attack: +7 [1d10+9]
- when using Power Attack & Reckless Abandon: +8 [1d10+9]
- Cold Iron Spear: +2 (BaB) + 3 (STR) = +5 [1d8+3, Critical: x3 Piercing]
- when using Power Attack: +4 [1d8+6]
- Cold Iron Spear w/Rage: +2 (BaB) + 5 (STR) = +7 [1d8+5, Critical: x3 Piercing]
- when using Reckless Abandon: +8 [1d8+5]
- when using Power Attack: +6 [1d8+8]
- when using Power Attack & Reckless Abandon: +7 [1d8+8]
Armor proficiency: Light Armor
STATS:
16 (+3) Strength
12 (+1) Dexterity
16 (+3) Constitution
8 (-1) Intelligence
8 (-1) Wisdom
10 (+0) Charisma
SAVES:
FORTITUDE: 3 + 3 (CON) = 6
REFLEX: 0 + 1 (DEX) = 1
WILL: 0 - 1 (WIS) + 1 (IF) = 0
Special: +2 bonus to Will and Fortitude saving throws while Raging. +2 Racial bonus to saving throws against Illusions and Enchantments.
SKILLS:
Climb: 4 + 3 (STR) = 7
Knowledge (Nature): 5 - 1 (INT) = 4
Perception: 5 - 1 (WIS) = 4
Survival: 4 - 1 (WIS) = 3
Special Abilities:
- Fast Movement (Ex): When you are not wearing Heavy Armor or carrying a heavy load, your land speed is increased by +10 feet.
- Rage (Ex): You can enter a Rage or leave that state as a Free Action for up to 15 rounds per day (10 + CON modifier + 2 per level after 1st). Temporary Constitution increases do not affect your daily ability to Rage. When you stop using Rage, you are Fatigued for twice as long as you Raged, and you cannot enter a Rage while Fatigued or Exhausted. If you fall unconscious, your Rage immediately ends. Your ability to Rage is renewed each day after resting for 8 hours, although these hours do not need to be consecutive.
- Reckless Abandon (Ex): While Raging, you can further reduce your AC by -1 to increase your attack bonus by +1
- Rage Effects: +4 Morale bonus to Strength and Constitution, +2 Morale bonus to Will saves, and -2 penalty to AC. You cannot use any Charisma-, Dexterity-, or Intelligence-linked skills (except Acrobatics, Intimidate, and Ride), or any ability that requires patience or concentration.
10 otter-kin recruits - Finances of the Company
-
Company Animals
-20 Horses
-2 newborns (female)
Soldier Salaries [Per Payment/Loot]
1% per man at arms
2% for Tom
Total Salary Cost 16%
Ship Costs :
Sailor's Pay: 2040 gp/season
Provisions: 910 gp/season
Upkeep (Marcella): 90 gp/season
Total ship Costs: 3040 gp/season
Total Funds: 13,768 gp - Fame and Infamy
-
Anwa Islands 4/10: Strangers you are seemingly risen up from the foaming waves of a storms come upon the island, strange is your ship and strange is your manner. Some call you aid unlooked for in a time of need, some birds of ill omen, come to pick over the bones of the True Folk
-Lirman: 6/10: You were welcomed by the king into his hall, yet you have made few freinds among the clans, even those who were once you allies now speaking ill of your deeds. Yet none can deny that you came in timely manner with news of the darkness growing over Korman. It is said you have slain a dragon, and a dragon's head you brought forth for song and saga
-Korman: 3/10: Champions of Olweje, and bearers of His shield you have been named outlaw and kidnapper by the new king of the Island. It would be death for you to show your face in the capital, though perhaps other lords might thing better of you
Orinilu 2/10: One of your leaders is a member of the League of Captains and honored for it.
The White Lands 1/10: Your deeds are great , but they have not yet resounded upon the frozen plains from the horns of the Wyrdoki and the drums of the Danuk - Consumables
-
Daily Alchemy Progress by Item
- Potions:
- Cure Light Wounds: x37
- Touch of the Sea: x5
- Alchemical Items:
- Alchemist's Fire: x12
- Antiplague: x6
- Antitoxin: x6
- Black Adder Venom: x4
- Greenblood Oil: x5
- Holy Weapon Balm: x10
- Liquid Ice: x2
- Silver Weapon blanch: x8
- Smokestick: x4
- Sunrod: x8
- Tanglefoot Bag: x12
- Tindertwig: x18
Draconic Perfume (Nightshade's Kiss): x0 (Expended against Unke Redman*)
Brewed from the musk of a creature long trapped in the dreaming world this concoction allows a mage to greatly enhance the effects of spells of slumber. Add 2d2 HD to the cap creatures affected by a sleep spell. Cost 150 gp/dose. - Potions:
- Notable possessions
-
Books on Alchemy and Metallurgy (+3 to Craft Alchemy and all Metal Craft skills as long as one is in a position to reference the tomes)*
Masterwork Smithing and Alchemy Tools (+2 to relevant rolls)*
Cauldron of Living Bronze (Ikomi-blessed Cauldron of Brewing, +5 competence bonus on Craft (alchemy) skill checks)*
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.
Instructions for Dragon Crafting (a book that when consulted allows an alchemist to act as though they possess Dragoncrafting at the cost of taking twice as long as with the feat)*
Drums of Haste
Fey Gold
While wearing a Fey Gold nugget around the neck, the wearer gains fire resistance 1 and a +1 resistance bonus on Will saving throws.
Northern Fury
Northern Fury
Description: This heavy oaken club, roughly carved, is not quite sentient, but still seems drawn to violence, dragging its wielder into battle with it if it can.
Powers:
- +1 Greatclub
- The wielder takes a -2 penalty on Will saves against any spells or effects that incite rage, compel hostility or otherwise contribute to starting a fight.
- With the first hit made in a combat the club casts Deadly Juggernaut as a free action, but also requires the wielder to make a DC 14 Will save to retreat from melee-range of any opponent still standing. The spell can only be activated once per day.
Horn of the Werebear
Description: A horn in form but not of horn wrought, rather it seems to have been carved from a single piece of ivory by most skillful and loving craft. Carved all about its length with scenes of war that feature men and bears as well as the obviously quite painful transformation between them.
Power: A sacred relic of Olweje, when this horn is blown it can temporarily transform a warrior into large, armored monstrosity of a bear, a Zentragt. The warrior must accept the transformation willingly and after the battle for which he was transformed sacrifice the arms and armor of all foes he has slain to Olweje (by eating them in his bear-form), or else the warrior remains a Zentragt and is driven battle-mad to attack his former comrades.
The transformation takes a full round and lasts for an hour, the target of the transformation must be within 10 feet of the hornblower.
Okunrin Okomo's Hollow Drums (might be used for enchantment)*
Broken Wyrd Lantern (might serve as the base for future enchantments)*
Gold Sheet*
Hedon's skull*
Dragon's corpse (Large; used x2 grip skin, x5 blood, x1 musk)
Red Lion's head*
Ulk's head - Armory
-
Armor
8 Steel Chain Shirts
6 Norman Heavy Shields
Weapons
10 Steel shortswords
10 Spears
4 Cold Iron spears
100 Cold Iron arrows
8 Shortbows
2 Composite Shortbows
Changelog:
1) Added "Ship's Eye I" for Marcella.
2) Added 10 otter-kin recruits for the "Soldiers of the company" with the link to the otter-kin race. I know that Goldfish created the hypothetical build, and we have taken steps into otter-kin training, but I do not know the current state of the training.
3) Repaired broken "Armory" slide.
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