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

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Just to give some numbers though, our AC is 20. @DragonParadox Shouldn't we have a Shield, since we picked sword and board for our weapons?
With that we would have 22.

A regular Warrior 2 has +2 BAB, at most +2 from strenght and maybe, +1 from Weapon Focus.
But I think the latter is unlikely, as these are sailors not soldiers.

So, unless they manage to flank us, their odds of hitting us are rather low. Even if they do, it's not terrible, merely +2 to hit.
We can attack to distract them from breaking down the captain's door and then play on defence, maybe even use Full Defence as an action, until our men come out or the captain himself gets out to stab our attackers backs.
 
Just to give some numbers though, our AC is 20. @DragonParadox Shouldn't we have a Shield, since we picked sword and board for our weapons?
With that we would have 22.

A regular Warrior 2 has +2 BAB, at most +2 from strenght and maybe, +1 from Weapon Focus.
But I think the latter is unlikely, as these are sailors not soldiers.

So, unless they manage to flank us, their odds of hitting us are rather low. Even if they do, it's not terrible, merely +2 to hit.
We can attack to distract them from breaking down the captain's door and then play on defence, maybe even use Full Defence as an action, until our men come out or the captain himself gets out to stab our attackers backs.
Five regular Humans against another regular Human, though one who happens to be better armed, armored, and trained for war, can go sideways pretty quickly when you're fighting on a ship.

How difficult would it be for them to just pile on Ronald, physically overpower him with multiple bodies, then drag him to the side of the ship to throw him overboard?
 
Five regular Humans against another regular Human, though one who happens to be better armed, armored, and trained for war, can go sideways pretty quickly when you're fighting on a ship.

How difficult would it be for them to just pile on Ronald, physically overpower him with multiple bodies, then drag him to the side of the ship to throw him overboard?
Well if one of them wants to die then they could do that. If they try that they might succeed but one or 2 of them will get seriously injured/die. Not to mention the seacat is already hostile to them.

Point is that its very risky for them, and considering that the reason they are mutinying is because they are likely scared out of their wits regarding our situation I doubt they would take that course of action.
 
I'll be honest, I think we need to be as loud as possible here. We have the advantage in terms of armament and armed men, and the cat will probably help us too. So going loud about this seems like a good way to stall the mutiny in its tracks and warn everyone that it's happening. We also don't actually have a terrible Intimidate score, and I think we can leverage that. So...

[X] Bellow out a warning to the ship, accusing the mutineers of their actions for all to hear and promising dreadful vengeance if they do harm to any aboard (Roll intimidate). Quickly try to get the seacat to come with you, then advance towards the ship's stern to protect Antonio.

Five regular Humans against another regular Human, though one who happens to be better armed, armored, and trained for war, can go sideways pretty quickly when you're fighting on a ship.

How difficult would it be for them to just pile on Ronald, physically overpower him with multiple bodies, then drag him to the side of the ship to throw him overboard?
Harder than you might expect, especially if we rouse the ship. They'll provoke AoOs from us in attempting to grapple as I highly doubt any of them have Improved Grapple as a feat. And we have two of those, which with reasonable rolls against level 1 experts (what I expect sailors to be at best) probably means two dead or badly wounded crew. Please remember that we aren't fighting soldiers here. We're fighting civilians.
 
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[X] Bellow out a warning to the ship, accusing the mutineers of their actions for all to hear and promising dreadful vengeance if they do harm to any aboard (Roll intimidate). Quickly try to get the seacat to come with you, then advance towards the ship's stern to protect Antonio.
[X] Start shouting "To-Arms" to wake up your men and then charge the mutineers.
 
Anyway I can get behind this

[X] Bellow out a warning to the ship, accusing the mutineers of their actions for all to hear and promising dreadful vengeance if they do harm to any aboard (Roll intimidate). Quickly try to get the seacat to come with you, then advance towards the ship's stern to protect Antonio.
 
[X] Bellow out a warning to the ship, accusing the mutineers of their actions for all to hear and promising dreadful vengeance if they do harm to any aboard (Roll intimidate). Quickly try to get the seacat to come with you, then advance towards the ship's stern to protect Antonio.
 
[X] grap your longbow and sword and sheild and move as far to the opposite side of the ship as you can without losing your line of sight. Kill the crossbowman first with the longbow before firing on the the others. If they turn and charge you, drop the bow when there half way to you and switch to your sword and sheild. Stop only if they surrender.
 
Aha, I was pre-empted in stating mechanics! But yes, can absolutely make mincemeat out of them excluding enormous luck on their parts. The cat makes it something of a foregone conclusion.

More, failure state of the captain dying is probably accompanied by everyone aboard following along some days later. Sailing is not something one can just fumble about with and make work, peeps. Nor is star/shoal reef navigation (currently no land in sight).

[X] Bellow out a warning to the ship, accusing the mutineers of their actions for all to hear and promising dreadful vengeance if they do harm to any aboard (Roll intimidate). Quickly try to get the seacat to come with you, then advance towards the ship's stern to protect Antonio.
 
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OOC: I will be accepting suggestions for the sheets of the men-at-arms if anyone is interested.
No need to get fancy, I guess?
I hope these work, standart array and cheap arms and armor (comparativly).
Maybe some of the good fellows should have mastered the english longbow for a ranged variant and I really hope Tom Woodsworth is something better, be it fighter or Marshal.

Man-at-Arms (Melee)

Alignment:
Age:
Race: Human
Level: 2
Class: Warrior
Feats: Weapon Focus (Spear), Pikeman's Training
Traits: Dedicated Defender

HP: 13/13
AC: 10 +4 (Chainshirt) +2 (Shield) = 16
Initiative: +0
Attack:
  • Spear: +2 (BaB) +1 (STR) +1 (Weapon Focus) = +4 [1d8 +1 Critical x3 Piercing]
Weapon proficiency: Dagger, Shortsword, Spear, Longspear

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: 0 +0 (DEX) = 0
WILL: 0 +0 (WIS) = 0

SKILLS
Perception: 5
Survival: 5

Hsssss! Avatar change! Hsssss!

😵
As the Lionsmith has shattered his sword before fighting the Colonel, so has DP shattered his last quest and the shackles that held him, that a new quest may rise.
 
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No need to get fancy, I guess?
I hope these work, standart array and cheap arms and armor (comparativly).
Maybe some of the good fellows should have mastered the english longbow for a ranged variant and I really hope Tom Woodsworth is something better, be it fighter or Marshal.

Man-at-Arms (Melee)

Alignment:
Age:
Race: Human
Level: 2
Class: Warrior
Feats: Weapon Focus (Spear), Pikeman's Training
Traits: Dedicated Defender

HP: 13/13
AC: 10 +4 (Chainshirt) +2 (Shield) = 16
Initiative: +0
Attack:
  • Spear: +2 (BaB) +1 (STR) +1 (Weapon Focus) = +4 [1d8 +1 Critical x3 Piercing]
Weapon proficiency: Dagger, Shortsword, Spear, Longspear

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: 0 +0 (DEX) = 0
WILL: 0 +0 (WIS) = 0

SKILLS
Perception: 5
Survival: 5


As the Lionsmith has shattered his sword before fighting the Colonel, so has DP shattered his last quest and the shackles that held him, that a new quest may rise.
Maybe drop them down another point of INT in order to raise their DEX to 12?
 
Looks good only they all have horses so it would make sense for all of them to have at least one point in ride.
Oh, when I heard men-at-arms I thought footsoldiers.
Been reading too much WHF lately I guess.

Man-at-Arms (Melee)

Alignment:
Age:
Race: Human
Level: 2
Class: Warrior
Feats: Weapon Focus (Spear), Pikeman's Training
Traits: Dedicated Defender

HP: 13/13
AC: 10 +4 (Chainshirt) +2 (Shield) = 16
Initiative: +0
Attack:

  • Spear: +2 (BaB) +1 (STR) +1 (Weapon Focus) = +4 [1d8 +1 Critical x3 Piercing]
Weapon proficiency: Dagger, Shortsword, Spear, Longspear

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: 0 +0 (DEX) = 0
WILL: 0 +0 (WIS) = 0

SKILLS
Perception: 4
Ride: 3
Survival: 3
 
I think anybody who voted for [] Try to get to Antonio, without him no one knows how to sail the ship should really think about voting for

[] Bellow out a warning to the ship, accusing the mutineers of their actions for all to hear and promising dreadful vengeance if they do harm to any aboard (Roll intimidate). Quickly try to get the seacat to come with you, then advance towards the ship's stern to protect Antonio.
 
It counts in spirit, DP is known for shuffling appropriate votes together. ;)

For example, I'm sure we would count an image of a husky valid, when most QMs would see it as a non sequitor. He's intuitive like that. :V
That's true. I've had many votes cast for various plans I've come up with by folks using pictures of goldfish. The tally even likes them.
 
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