[X] Goldfish

Looks peachy.

My personal take on Lynesse is that she was quite infatuated with Jorah in the tourney, this being shortly after he received lots of honors from the Greyjoy Rebellion and thus his courting of her being a young ladies every dream.

Then reality struck. The Bear Islanders probably weren't terribly nice to her either, what with her being an Andal from the southern Reach and them being closer to the Thenns then to Andals. Catelyn Stark had the same issues after all.

Add Jorahs non existent impulse control and utter lack of foresight and he kept doing stupid stuff to please her instead of trying to settle her in, culminating in this.

Good summation, that is pretty much what Viserys suspects happened. Jorah and Lynesse where terrible for each other as husband and wife and worse as lord and lady, but Jorah still bears most of the blame because he was the one with the final say in the matter.
 
BTW guys anymore thoughts on the builds for Team Bear? Not necessarily full sheets, directions so I don't make them too generic. I want the fight to be interesting and the Scholarum mages certainly have plenty of tricks of their own.
 
BTW guys anymore thoughts on the builds for Team Bear? Not necessarily full sheets, directions so I don't make them too generic. I want the fight to be interesting and the Scholarum mages certainly have plenty of tricks of their own.
How about quick, easy, and lazy? You're on your own for Alysane, though. :p

Walter Knott and Odric Knott.

Redcap CR 6
XP 2400

NE Small fey
Init +8; Senses low-light vision; Perception +12
DEFENSEAC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)
hp 95 (8d6+32, 5d6+20) fast healing 3
Fort +7, Ref +14, Will +8;
DR 10/cold iron;
Weaknesses irreligious
OFFENSESpeed 60 ft.
Melee Medium Axe +13/+8 (2d4+11/18-20/x2), kick +4 (1d4+6)
Space 5 ft.Reach 5 ft.
STATISTICSStr 18, Dex 19, Con 18, Int 16, Wis 13, Cha 15;
Base Atk 7; CMB 7; CMD 21
Feats Cleave, Combat Reflexes, Darkstalker, Great Cleave, Improved Critical (Axe), Improved Initiative, Power Attack, Weapon Focus (Axe), Weapon Specialization (Axe)
Skills Acrobatics +15 (+27 jump), Bluff +13, Climb +15, Escape Artist +15, Intimidate +10, Knowledge (nature) +14, Perception +12, Sense Motive +12, Stealth +19
Languages Aklo, Common, Giant, Sylvan
SQ boot stomp, heavy weapons, red cap, Evasion, Uncanny Dodge
SPECIAL ABILITIESBoot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement just as if it had the Spring Attack feat.

Heavy Weapons (Ex) A redcap can wield weapons sized for Medium creatures without penalty.

Irreligious (Ex) Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see the creature must make a DC 15 Will save or become frightened for 1 minute and attempt to flee. A redcap who successfully saves is shaken for 1 minute.

Red Cap (Su) A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a redcap gains a +4 bonus on damage rolls (included in the above totals) and fast healing 3. These benefits are lost if the cap is removed or destroyed. Caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap takes a standard action to dip the cap in the blood of a foe the redcap helped to kill, the cap does not grant its bonuses.
Source: PFRPG Bestiary 2
 
@DragonParadox
Minor Suggestion for Odric:
Bone Talisman
Necromancy
Level: Druid 2
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Bone touched
Duration: 10 minutes/level or until discharged
Saving Throw: None (object)
Spell Resistance: No (object)
You channel divine power and life energy into a bone from an animal or humanoid, giving it limited power against undead. Once cast, it may be used for two purposes (decided at the time of casting).
Bone of Turning: You or another druid may present the bone in the manner of a holy symbol and use it to turn undead. The effective turning level is equal to your caster level. All normal turning effects apply. For example, if your turning level is twice the Hit Dice of the turned undead, they are destroyed instead of turned. After one turn attempt, the bone talisman loses its power (but you can cast the spell on it again).
Bone Weapon: The bone is treated as a weapon that deals +1d6 damage to undead creatures, similar to but weaker than an undead bane effect. The bone is treated as a simple weapon appropriate to its shape, such as dagger or dart (small and sharp), club (if large and blunt), or spear (if small and sharp and fastened to a haft) and deals normal damage for its type. The spell does not grant proficiency in the weapon. The spell is not discharged when the weapon hits and this aspect of the spell lasts until the full duration (10 minutes/level) expires.
The spell has no effect if you cast it on a bone taken from an undead creature. The bone must be at least 8 inches long and may be straight or curved; normally bones from the arm, leg, or ribs are used. You may carve, drill, or otherwise shape the bone before or after the spell is cast; the spell functions as long as the bone remains bone (not turned to wood or metal, for example).​
From here: Magic Books of Faerûn: Earthmother's Weapons (Druid Spells from the Moonshaes)

Looks great for an OG-Druid, carry some bones around for style, smite Undead with them.
 
I know your grandfather Lord Commander Mormont
He is Maege's brother thus Alysane's uncle.

the others in her hand,
In her band

toggles hung at his waits
At his waist

Enough so that

Shake her head

How about quick, easy, and lazy? You're on your own for Alysane, though. :p

Walter Knott and Odric Knott.

Redcap CR 6
XP 2400

NE Small fey
Init +8; Senses low-light vision; Perception +12
DEFENSEAC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)
hp 95 (8d6+32, 5d6+20) fast healing 3
Fort +7, Ref +14, Will +8;
DR 10/cold iron;
Weaknesses irreligious
OFFENSESpeed 60 ft.
Melee Medium Axe +13/+8 (2d4+11/18-20/x2), kick +4 (1d4+6)
Space 5 ft.Reach 5 ft.
STATISTICSStr 18, Dex 19, Con 18, Int 16, Wis 13, Cha 15;
Base Atk 7; CMB 7; CMD 21
Feats Cleave, Combat Reflexes, Darkstalker, Great Cleave, Improved Critical (Axe), Improved Initiative, Power Attack, Weapon Focus (Axe), Weapon Specialization (Axe)
Skills Acrobatics +15 (+27 jump), Bluff +13, Climb +15, Escape Artist +15, Intimidate +10, Knowledge (nature) +14, Perception +12, Sense Motive +12, Stealth +19
Languages Aklo, Common, Giant, Sylvan
SQ boot stomp, heavy weapons, red cap, Evasion, Uncanny Dodge
SPECIAL ABILITIESBoot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement just as if it had the Spring Attack feat.

Heavy Weapons (Ex) A redcap can wield weapons sized for Medium creatures without penalty.

Irreligious (Ex) Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see the creature must make a DC 15 Will save or become frightened for 1 minute and attempt to flee. A redcap who successfully saves is shaken for 1 minute.

Red Cap (Su) A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a redcap gains a +4 bonus on damage rolls (included in the above totals) and fast healing 3. These benefits are lost if the cap is removed or destroyed. Caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap takes a standard action to dip the cap in the blood of a foe the redcap helped to kill, the cap does not grant its bonuses.
Source: PFRPG Bestiary 2
You, sir/ma'am/it/edsjhfsrgv, are an amazing spiderfish abomination don't let anyone tell you otherwise.
 
How about quick, easy, and lazy? You're on your own for Alysane, though. :p

Walter Knott and Odric Knott.

Redcap CR 6
XP 2400

NE Small fey
Init +8; Senses low-light vision; Perception +12
DEFENSEAC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)
hp 95 (8d6+32, 5d6+20) fast healing 3
Fort +7, Ref +14, Will +8;
DR 10/cold iron;
Weaknesses irreligious
OFFENSESpeed 60 ft.
Melee Medium Axe +13/+8 (2d4+11/18-20/x2), kick +4 (1d4+6)
Space 5 ft.Reach 5 ft.
STATISTICSStr 18, Dex 19, Con 18, Int 16, Wis 13, Cha 15;
Base Atk 7; CMB 7; CMD 21
Feats Cleave, Combat Reflexes, Darkstalker, Great Cleave, Improved Critical (Axe), Improved Initiative, Power Attack, Weapon Focus (Axe), Weapon Specialization (Axe)
Skills Acrobatics +15 (+27 jump), Bluff +13, Climb +15, Escape Artist +15, Intimidate +10, Knowledge (nature) +14, Perception +12, Sense Motive +12, Stealth +19
Languages Aklo, Common, Giant, Sylvan
SQ boot stomp, heavy weapons, red cap, Evasion, Uncanny Dodge
SPECIAL ABILITIESBoot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement just as if it had the Spring Attack feat.

Heavy Weapons (Ex) A redcap can wield weapons sized for Medium creatures without penalty.

Irreligious (Ex) Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see the creature must make a DC 15 Will save or become frightened for 1 minute and attempt to flee. A redcap who successfully saves is shaken for 1 minute.

Red Cap (Su) A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a redcap gains a +4 bonus on damage rolls (included in the above totals) and fast healing 3. These benefits are lost if the cap is removed or destroyed. Caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap takes a standard action to dip the cap in the blood of a foe the redcap helped to kill, the cap does not grant its bonuses.
Source: PFRPG Bestiary 2

@DragonParadox
Minor Suggestion for Odric:

From here: Magic Books of Faerûn: Earthmother's Weapons (Druid Spells from the Moonshaes)

Looks great for an OG-Druid, carry some bones around for style, smite Undead with them.

Thanks guys:)

He is Maege's brother thus Alysane's uncle.


In her band


At his waist


Enough so that


Shake her head


You, sir/ma'am/it/edsjhfsrgv, are an amazing spiderfish abomination don't let anyone tell you otherwise.

Will fix, thanks.
 
Well, if this turns into us subverting the Hightowers, we can tie a neat bow on the southern Reach and call it a day. The Tyrells are without fleet, a large chunk of their army and their best commander.

If we get the Lanterns on our side, it's game over for the Maesters too.
 
@Goldfish can you add to scry the two poachers that Jorah enslaved? The Mormonts came to find them and if needed to save them as well.
 
[X] Goldfish

Lysenne was interesting... yeah neither person was good for the other. So chances are we are taking him to Lord Stark after this tourney?
 
@Goldfish can you add to scry the two poachers that Jorah enslaved? The Mormonts came to find them and if needed to save them as well.
Now that you mention this, I definitely want to do it, but I think we should wait until we actually return Team Bear and Jorah to Bear Island. It'll be the capstone of our Diplomancing them.

I hope they're all in the Legion already.
 
@Goldfish can you add to scry the two poachers that Jorah enslaved? The Mormonts came to find them and if needed to save them as well.

They will have already been freed, but finding them would be a rather long and arduous task.

Anyway I just realized I have to do another update next since for the update I need to establish if Aly fights as a bear.
Adhoc vote count started by DragonParadox on Apr 7, 2019 at 8:16 AM, finished with 43 posts and 9 votes.

  • [X] Accept. Speak with Rhiz'neth next, asking him how things are in Sothoryos, seeing if he is willing to deepen ties.
    -[X] Jorah can enjoy the accommodations of a holding cell, perhaps the Stannis Baratheon suite, while Team Bear wraps up their business in Sorcerer's Deep. When they are ready to depart, we will return them directly to Bear Island with their erstwhile Lord.
    --[X] Owing to the obvious despair Jorah has shown and the likelihood for his life to take an even grimmer turn in the coming days, he is to be under constant guard and supervision while in our care to prevent any incidents of self-harm.
 
They will have already been freed, but finding them would be a rather long and arduous task.

Anyway I just realized I have to do another update next since for the update I need to establish if Aly fights as a bear.
I assumed she would use her Hybrid Werebear form? It gives all the advantages of being a Werebear, plus thumbs, humanity's claim to fame! :p
 
Holy freaking shit. Shit hit the fan really fast with that couple.

I expected them to try to, I don't know, defend themselves at least.
 
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