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

Voting is open
@DragonParadox , after the encaunter with Isele Okomo's raiders Wanderer was "pretty close" to the level 3. Since then he participated in encaunters with dead giant, pale men, battle with Unke's forces near Noromo walls, large air elementals, mutiny in Apuku, naunets (CR7 creatures), thief of dragon corpse and Hollow. Now he participated (and played a crucial part) in the encauter with Arram.

So, if Wanderer was "pretty close", how close does he to the level 3 after all these nine encauters?
 
@DragonParadox , after the encaunter with Isele Okomo's raiders Wanderer was "pretty close" to the level 3. Since then he participated in encaunters with dead giant, pale men, battle with Unke's forces near Noromo walls, large air elementals, mutiny in Apuku, naunets (CR7 creatures), thief of dragon corpse and Hollow. Now he participated (and played a crucial part) in the encauter with Arram.

So, if Wanderer was "pretty close", how close does he to the level 3 after all these nine encauters?

I'd say he gets a level up at the end of this arc.
 
God damnit, that reminds me I still haven't updated Tom's sheet. I'm honestly starting to worry about my memory getting this bad.

Okay, I'm writing a note on the back of my freaking hand to remind me to do it after work.
 
Finally got Tom's character sheet updated with his increase to 4th level, @DragonParadox.

Sorry about the delay.
Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 5 (10250/15000 XP)
Class: Cavalier 2 (Courtly Knight, Honor Guard; Order of the Dragon) / Fighter 1 / Warlord (Bannerman) 2
Feats: Additional Traits (Sound of Mind, Sword Scion), Bodyguard (B), Combat Reflexes, Cumbrous Will (B), Deft Maneuvers, Focused Discipline (B), Improved Initiative, Iron Will (B), Mounted Combat
Traits: Influence (Diplomacy), Cooperative Combatant, Sound of Mind, Sword Scion
Languages: Anwari, English, Engur, French, Sicilian

HP: 35/35
AC: 10 + 1 (DEX) + 10 (Fullplate +1) + 3 (Shield) = 24
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]
  • Bronze Breaker (+1 Breaking Gauntlet): +5 (BaB) + 2 (STR) + 1 (Enhancement) = +8 [1d3+3; Critical: x2; Bludgeoning], Special: +2d6 damage vs objects
    • when using Power Attack: +6 [1d3+7]
  • 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.
+3 Morale Bonus vs Death effects, Fatigue or Exhaustion effects, and poison or poison 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 Marcella

SKILLS:
Bluff: 1 (Courtly Knight) + 3 (CHA) + 4 (Diplomatic Presence) = 8
Diplomacy: 8 + 3 (CHA) + 1 (Courtly Knight) + 4 (Diplomatic Presence) + 1 (Influence) = 17
Handle Animal: 6 + 3 (CHA) = 9
Intimidate: 8 + 3 (CHA) + 1 (Courtly Knight) + 4 (Diplomatic Presence) = 16
Knowledge (Arcana): 1 + 1 (INT) = 2
Perception: 8 + 0 (WIS) + 2 (Alertness w/Mount) = 8/10
Ride: 7 + 1 (DEX) = 8
Sense Motive: 8 + 1 (Courtly Knight) + 4 (Diplomatic Presence) + 2 (Alertness w/Mount) = 13/15
Survival: 3 + 0 (WIS) + 1 (OotD Protection) = 3/4

Martial Initiator Abilities:
Special Abilities:
  • Bodyguard: When an adjacent ally is attacked, you may use an Attack of Opportunity to attempt the Aid Another action to improve their AC.
  • 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 +3 bonus to his Armor Class.
  • 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.
  • Tactical Presence (Ex): Your presence bolsters both yourself and your allies with one of the following effects. Changing between Tactical Presence abilities uses a Move Action.
    • Diplomat's Presence: You add a +4 Competence bonus to Bluff, Diplomacy, Intimidate and Sense Motive checks.
    • Indomitable Presence: You and all allies within 30-ft. gain the benefits of the Diehard feat, and add a +3 Morale bonus (Charisma modifier) to Fortitude saves versus Death effects, Fatigue or Exhaustion effects, and poison or poison effects.
  • Challenge: 1/day, you can Challenge a foe to combat as a Swift Action. The Challenge remains in effect until the target is dead or unconscious, or combat ends.
    • Your melee attacks deal +2 extra damage (equal to Cavalier level) whenever the attacks are made against the target of your Challenge, but you take a -2 penalty to AC except against attacks made by the target of your Challenge.
    • Whenever you issue a Challenge, your allies receive a +1 Circumstance bonus on melee Attack Rolls against the target of your Challenge whenever you are threatening the target.
  • Warlord's Gambit (Ex): Use a Swift or Immediate Action to perform a Warlord's Gambit. You gain a +1 Luck bonus (1/2 Charisma modifier) to succeed. Success provides a bonus effect and recovers 3 expended maneuvers (Charisma modifier), but failure inflicts a -2 penalty on d20 rolls for 1 round.
    • Unbreakable Gambit: As an Immediate Action, you make a Fortitude or Will save against a non-harmless extraordinary ability, maneuver, power, spell, spell-like or supernatural ability. Reward: You heal 9 Hit Points (3 x Charisma modifier).
    • Brave Gambit: You make a Charge attack. Reward: You and all allies within 60 feet gain a +3 Morale (Charisma modifier) bonus on the damage roll of the next attack they make before the start of your next turn.
Equipment of Note:
Cold Iron Short Sword
Bronze Breaker

Appearance: This Gauntlet is wrought of black iron in menacing guise, with claws that tear and a grip that crushes.

Abilities:

  • +1 Breaking Gauntlet (1d3 Bludgeoning Damage)
    • 2/Day as a Swift Action, the gauntlet gains the properties of Adamantine for one round. This allows attacks from the gauntlet to ignore Hardness below 20 in any attacked or Sundered objects.
    • Upon command, strikes from the gauntlet deal +2d6 damage against inanimate objects and crystalline creatures on a successful hit and ignore the Hardness of objects with a Hardness of 5 or lower. This effect remains until another command is given.
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.
Redman's Regalia

Appearance: Wrought of bronze and carved with runes of ruin, this armor is the mark of a great king unbowed in battle til the last, and it is the mark of secret sins that one can but guess at, a home of daemons wrapped around the heart.


Abilities:
  • +1 Dastardly Fullplate Armor (+10 AC, Maximum Dexterity Bonus: +1, Armor Check Penalty: -5)
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)
SAVES:
FORTITUDE: +10,
REFLEX: +10 (+2 vs Falling, +2 Circumstantial Bonus while on Marcella),
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
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: 4
Class: Fighter 4 (Drill Sergeant)
Feats: Coordinated Maneuvers(B), Deft Maneuvers, Improved Initiative(B), Pikeman's Training, Powerful Maneuvers(B), Shake It Off(B), Weapon Focus (Spear Weapons)
Traits: Wary (Perception)
Class Features: Bonus Feats, Tactician
Languages: Anwari, English, French

HP: 34/34
AC: 10 + 6 (Breastplate) + 2 (Shield) = 18
Initiative: +4 (Improved Initiative)
Attack:
  • +1 Ghost Touch Cold Iron Spear: +4 (BaB) + 1 (STR) + 1 (Weapon Focus) + 1 (Enhancement) = +7 [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
14 (+2) Constitution
10 (+0) Intelligence
10 (+0) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 4 + 2 (CON) = 6
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1

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

SKILLS:
Climb: 4 + 1 (STR) = 5
Perception: 7 + 0 (WIS) + 1 (Wary) = 8
Ride: 7 + 0 (DEX) = 7
Swim: 4 + 1 (STR) = 5
Survival: 5 + 0 (WIS) = 5

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 or Shake It Off feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 5 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: 4
Class: Alchemist 4 (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 (8/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: 29/29
AC: 10 + 1 (DEX) = 11
Initiative: +1 (DEX)
Attack:
  • Dagger: +3 (BaB) + 1 (MW) + 1 (DEX) = +5 (1d4-2, plus Poison)
  • Bombs: +3 (BaB) + 1 (DEX) + 1 (TA) = +5 vs Touch AC (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.)
    • Tanglefoot Fire Bomb: 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 16 Reflex saving throw allows targets to avoid these effects and halves the splash damage inflicted.
Weapon proficiency: Dagger

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

SAVES:
FORTITUDE: 4 + 1 (CON) = 5
REFLEX: 4 + 1 (DEX) = 5
WILL: 1 + 2 (WIS) = 3

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

SKILLS:
Craft (Alchemy): 7 + 4 (INT) + 2 (Artisan) + 4 (Alchemist) + 3 (SF) = 20
Heal: 7 + 2 (WIS) + 3 (SF) = 12
Knowledge (Arcana): 7 + 4 (INT) = 11
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: 7 + 2 (WIS) = 9
Profession (Herbalist): 7 + 2 (WIS) = 9
Sense Motive: 7 + 2 (WIS) = 9
Spellcraft: 5 + 4 (INT) = 9
Use Magic Device: 4 + 1 (CHA) = 5

Alchemical Formulae Known:
Extracts Prepared (CL 4):
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 8/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 16 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.

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: Awakened Talent (B), Fast Learner, Master of the Ledger, Persuasive (B), Wild Talent (B)
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.

Psionic Abilities: Power Points (5/Day)
  • Mindlink: As a Standard Action costing 1 Power Point, you can establish a telepathic bond with a willing target within 25 feet for up to 10 minutes which allows for two-way telepathic communication. Once the bond is formed, it works over any distance.
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: True Neutral
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)
Languages: Anwari, Engur, Coptic, Sicilian

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 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, Resistance
Level 1: Alarm, Cause Fear, Chill Touch, Expeditious Excavation, 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:

Name: Swift Pebble
Alignment: Chaotic Good
Age: 4
Race: Otter-kin [Tiny Magical Beast]
Level: 2
Class: Rogue (Vexing Dodger)
Feats: Deadly Agility, Deft Maneuvers (B), Improved Initiative (B)
Traits: Cliff Jumper, Recreational Fisher, Trap Finder, Unlearned (Knowledge: Nature)
Class Features: Evasion, Limb-Climber, Sneak Attack (+1d6)
Special: Darkvision 60ft, Hold Breath, Low-Light Vision, Thought Speech (60ft)

HP: 17/17
AC: 10 + 5 (DEX) + 2 (Size) = 17
Initiative: +5 (DEX) + 4 (Improved Initiative) = +9
Movement: 20 feet (Land), 30 feet (Water)
Attack:
  • Short Sword: +1 (BaB) + 5 (DEX) + 2 (Size) = +8 [1d3+5, Critical: 19-20/x2]
Weapon proficiency: Dagger, Short Sword

STATS:
6 (-2) Strength
20 (+5) Dexterity
13 (+1) Constitution
14 (+2) Intelligence
10 (+0) Wisdom
10 (+0) Charisma

SAVES:
FORTITUDE: 0 + 1 (CON) = 1
REFLEX: 3 + 5 (DEX) = 8
WILL: 0 + 0 (WIS) = 0

Special:
+1 Trait bonus on Reflex saving throws to avoid falling.

SKILLS:
Acrobatics: 5 + 5 (DEX) + 1 (CJ) = 11
Climb: 5 + 5 (DEX) + 1 (CJ) = 11
Disable Device: 5 + 5 (DEX) + 1 (TF) = 11
Escape Artist: 5 + 5 (DEX) = 10
Perception: 5 + 0 (WIS) = 5
Profession (Sailor): 5 + 0 (WIS) = 5
Sense Motive: 5 + 0 (WIS) + 2 (Racial) = 7
Sleight of Hand: 5 + 5 (DEX) = 10
Stealth: 5 + 5 (DEX) + 8 (Racial) + 1 (RF) = 19
Swim: 5 + 5 (DEX) + 8 (Racial) = 18

Special Abilities:
  • Hold Breath (Ex): You can hold your breath for 52 rounds (4 times your Constitution attribute) before risking drowning or suffocating.
  • Thought Speech (Su): You can communicate with any other creature within 60 feet that has a language. This communication is thorough but not always perfect, particularly when dealing with abstract or arcane concepts you are not familiar with. It is possible to address multiple creatures at once using Thought Speech, although maintaining conversations with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. You lack the mechanisms to vocalize complex language.
  • Limb-Climber (Ex): When you are adjacent to or in the space of a corporeal creature at least one Size category larger than yourself, you can climb that creature's body with a successful Climb check against a DC equal to the target creature's CMD. Although you are holding on to the creature, this action isn't a Grapple; it doesn't provoke Attacks of Opportunity from the creature, and neither you nor the creature you climb gains the grappled condition. While you are on the climbed creature, the creature takes a -1 penalty on attack rolls against you (equal to the number of Sneak Attack dice you possess).
Equipment of Note: Short Sword (Tiny-sized)
 
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Arc 16 Post 9: Of Riders and Steeds
Of Riders and Steeds

Twelfth of Olweje-hamba (Olweje Descendent), 1349 A. L. (After Landfall)

Clapping along with the crowd you watch in rapt attention as the woman, twists and turns, like a reed in the wind, like a feather in the air until at last she leaps backwards landing on her hands on the platform of the house behind her and descends the narrow stair to walk among the chattering crowd and to take possession of something rather more solid than mere cheers. It is only now that you notice the short shaven headed man with a brass eye in his scarred face, a clay bowl at his feet waiting for the clink and thump of various offerings. Not that one would find any golden Icari here, worth more than a year's work for even one of the well-off folk of Farshore and even bronze and copper are present more often in tale than in fact. For the most part the bowl fills with bits of dry meat and fruit, polished stone beads and shells dredged up from the river.

So when you do flip a half-icari into the pot the man looks at you with a gimlet eye and the woman is no slower to turn towards you, though the bright smile she flashes you has the seeming of someone accustomed to making a show of good cheer and gratitude as much as of her dancing. Far be it from me to find fault with another's craft, you think and with a smile of your own offer. "Hail and well met my lady, fair is the day and fair the company." It is only when the words are out of your mouth that you realize that they might be taken as flirting and add. "And fair it is to meet one, tho is not afraid ta deal bluntly with those with more hair than whit."

Thus you fall into explaining your own circumstances meeting Bragi as well as something of your history, a sellsword yes, but one who has laid down roots and had strong walls about his hearth. As to what interest you might have in a dancer from Humbai who entertains the nobility you confess that you are curious about the city, having heard of it from two priests of the Living Flame, but know little of its people beyond that.

"An honest soldier is better company than a slick-skimmed noble," the dancer Amara says, though you notice her companion look less than convinced, perhaps at the very notion of an 'honest soldier' existing

Added Amara the Dervish Dancer invited to stay in Wayfarer's Respite for until the end of next turn

***​

Thirteenth of Olweje-hamba (Olweje Descendent), 1349 A. L. (After Landfall)

So it is that as evening falls on the next day you come home with strange visitors and ponder your steps. Even with Neverborn on the loose in the city and walls to raise and roofs to put up within the span of the keep wild horses will not wait, or to be more exact the wild horses will wait fine, but Hengo Peryswill not., You promised the merchant a chance to breed your own uncanny stock with some of the local wild steeds in the hope of making a more robust beast that can stand up to the horned mounts of the Yayar in battle.

Alas the Yayar are likely to be a more immediate danger than that. According to what Zaia had been hearing it is not just Orinilu that suffered from poor crops last spring, the herds of the tribes grow lean with stronger bands driving out the weak from their grazing grounds to break against the walls of the coastal cities. Quite apart from you killing one of their chieftains there is plenty of reason to think you will not get out of this without some kind of confrontations with the wandering tribes. But should you wager for a peaceful one or prepare for blood

Zaia would likely be the most skilled in dealing with them at least in the abstract and Swift Pebble should be a understandable enough companion, one of the Speakers among the beasts of the land, but Esha.... as Hengo explains it to you bringing one 'half dead' against the riders is likely as not to raise their ire or terrify them into flight, with little room between.

Who do you bring on your horse taming expedition?

[] Write in

OOC: Gah... this was a struggle to get through, hope it works.
 
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Added Amara the Dervish Dancer invited to stay in Wayfarer's Respite for until the end of next turn
Huh, neat. Wasn't aware of that archetype. Kinda weird to see a Bard without the regular Bardic Performance abilities, but that does look like a solid personal combat oriented archetype. I don't see any limitations on daily uses of Battle Dancing, so that's pretty cool.
 
Well, Zaia, Swift Pebble, Ourselves, Silver, and as many of our direct retinue we think would be convenient? We'll need numbers to round things out.

I say take 7 of our lads, leave the rest under Tom's authority to keep an eye on things while they're aware.
I'm less certain about the named characters, or whether we should take more otters as well.
Probably should. Everyone gets an Otter sidekick? We don't really need a large lookout complement if we're not sailing.
 
@DragonParadox, the 3 Wanderlust Maps and the Robe of Blending we recently looted from the monster that enchanted Odorin Koire need to be added to our possessions.

I'm not inclined to leave Esha out simply because some Yayar might react poorly to her, especially because any we encounter are probably going to be hostile regardless of her appearance.

Do ya'll think we should also include some of the Anwari mercs or our Haste drummer? They could be helpful, but I'm not sure if we want to bring along too many unmounted people. Wanderer is faster than a regular person to begin with, and if necessary he can double up with other riders for a short time. If we have multiple people on foot, however, that doesn't work nearly so well.

[X] Roland & Silver, Tom, Wanderer, Inge, Zaia, Swift Pebble, plus 4 archers, 4 spearmen, and 2 net-wielders.
-[X] We'll also invite Esha along. If she is concerned about the reactions of any non-hostile Yayar we encounter, she can make use of the Robe of Blending to disguise her nature. If she decides not to, she can help Antonio manage things at Wayfarer's Respite in our absence.
 
I think that sounds reasonable, after some thinking.
However, I say bring the Haste Drummer as well. We currently have three non-mounted, and one's a child, but 12 mounted; we can afford to bring on his speed magic.
 
[X] Roland & Silver, Tom, Wanderer, Inge, Zaia, Swift Pebble, plus 4 archers, 4 spearmen, and 2 net-wielders.
-[X] We'll also invite Esha along. If she is concerned about the reactions of any non-hostile Yayar we encounter, she can make use of the Robe of Blending to disguise her nature. If she decides not to, she can help Antonio manage things at Wayfarer's Respite in our absence.
 
They are already added, "Felloship\Notable possesions" tab.

Honestly, I am wary to invite Esha with us, if we are warned that it could end poor.

@DragonParadox , I hope that Antonio brought some goods from Korman\Lirman, and now is trying to sell them?
DP added them after I mentioned them. ;)

If Esha comes, the Robe of Blending will let her appear to be Human for up to an hour each day. That should be plenty of time to help her avoid too much scrutiny from the Yayar. There can't be that many of them who are non-hostile.
 
DP added them after I mentioned them. ;)
"Last edited: Sep 23, 2022"

[X] Roland & Silver, Tom, Wanderer, Inge, Zaia, Swift Pebble, plus 4 archers, 4 spearmen, and 2 net-wielders.
-[X] Follow advice and do not invite Esha
-[X] Also take Cor Eso, drummer of Drums of Haste


One more argument - there are daemons in the neighborhood. Let's leave someone magic-capable in the Respite.
 
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"Last edited: Sep 23, 2022"

[X] Roland & Silver, Tom, Wanderer, Inge, Zaia, Swift Pebble, plus 4 archers, 4 spearmen, and 2 net-wielders. -[X] Follow advice and do not invite Esha
-[X] Also take Cor Eso, drummer of Drums of Haste


One more argument - there are daemons in the neighborhood. Let's leave someone magic-capable in the Respite.
I guess that's what I get for not refreshing the tab I keep open in my browser for the quest's first page. :oops:

I'm not aure, but I think you need to bring that second line in your vote down so the tally will read it properly.
 
I guess that's what I get for not refreshing the tab I keep open in my browser for the quest's first page. :oops:

I'm not aure, but I think you need to bring that second line in your vote down so the tally will read it properly.
I helped DragonParadox with adding that information, so I remeber it. ;)

And what exactly is wrong with my vote formatting?
 
I helped DragonParadox with adding that information, so I remeber it. ;)

And what exactly is wrong with my vote formatting?
Just looks strange with one line stacked on top of the other, but the tally rearranges it, so it's no biggy.

Adhoc vote count started by Goldfish on Oct 1, 2022 at 5:01 PM, finished with 12 posts and 5 votes.

  • [X] Roland & Silver, Tom, Wanderer, Inge, Zaia, Swift Pebble, plus 4 archers, 4 spearmen, and 2 net-wielders. -[X] Follow advice and do not invite Esha
    -[X] Also take Cor Eso, drummer of Drums of Haste
    [X] Roland & Silver, Tom, Wanderer, Inge, Zaia, Swift Pebble, plus 4 archers, 4 spearmen, and 2 net-wielders.
    -[X] We'll also invite Esha along. If she is concerned about the reactions of any non-hostile Yayar we encounter, she can make use of the Robe of Blending to disguise her nature. If she decides not to, she can help Antonio manage things at Wayfarer's Respite in our absence.
 
@DragonParadox , what about my question (repeating if you miss it)?
I hope that Antonio brought some goods from Korman\Lirman, and now is trying to sell them?
 
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